yoshimitsu

yoshimitsu

Edit
CommandHit levelDamageStartupBlockHitCounter hitNotes
2+3m12i16+1+2c
* Heat Burst
* Alternate input: R1
* Cancel to r45 with b,b
* 3 chip damage on block
* Partially uses Heat
* Unparryable
* Ignores regular power crush armor
Power crush 7~62
2+3m12i16+1+2c
* Heat Burst
* Cancel to r45 with b,b
* 3 chip damage on block
* Partially uses Heat
* Unparryable
* Ignores regular power crush armor
<div class="plainlist">
* Power crush 7~62
* On cancel: fs12~20 Low crush 21~29 fs30~32 </div>
H.DGF.1M20i30~31+2~+3+46a
* Spike
* Weapon
* 14 chip damage on block
* Recovers health on hit
Low crush 1~27
H.DGF.f+1+2h,h,h10,10,20i16~17 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+3M,m,m,m51i18~19+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+2m10,45+i20-15+0d
* Rage Art
* Damage increases with lower health
* Erases opponent's recoverable health on hit
Power crush 8~
1h7i10+1+8
1,1h,m7,19,i23-9+4c+6a
* Spike
* Weapon
* Combo from 1st hit with 2f 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.1h,m7,22,i23-9+16a+52a
* Balcony Break
* 11 chip damage on block
* Recovers health on hit
2h10i11-1+5+8
Alternate notation: 1SS.2
2,1h,m10,23,i26~27-9~-8+12a
* Balcony Break
* Weapon
* Combo from 1st CH with 2f delay
* Move can be delayed 2f
* Cancel to r15 with b
* Interrupt with i8 from 1st block
* Alternate notation: 1SS.2,1
2,2h,h10,18,i24-1+15g
* Tornado
* Combo from 1st hit with 1f delay
* Move can be delayed 1f
* Transition to NSS on hit or block only
* Transition to r25 KIN with 1+2
2,3h,h10,24,i26~27-10~-9+16a (+7)
* Balcony Break
* Combo from 1st CH with 2f delay
* Input can be delayed 5f
2,NSS.1h,h10,5,15,i23~24 i18-5+19a
* Balcony Break
* Combo from 1st hit
* Jail from 2nd attack
* Alternate notation: NSS.2,1
2,d+3h,L10,11,i22-12-1
* Combo from 1st hit with 2f delay
* Move can be delayed 2f
High crush 12~
3m12i15~16-9~-8+5~+6
3,1m,h12,22,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~
3,2m,m12,12,i22-12+1
Interrupt with i1 from 1st block
3,2,1+2m,m,M12,12,29,i26~27-14c~-13c+20a (+10)
* Balcony Break
* Weapon
* Combo from 2nd hit
* 5 chip damage on block
* Power up in NSS or Heat
3,2,NSS.1+2m,m,M12,12,30,i26~27-14c~-13c+20a (+10)
* Balcony Break
* Weapon
* Combo from 2nd hit
* 15 chip damage on block
* Clean hit 39 damage
* Recovers health on hit
3,NSS.1m,h12,25,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~
3~4m,m6,22i17~18 i28~29-6~-5+3~+4
* Transition to r18 DGF with 1SS.U
Low crush 12-37 fs38-40
4h12i12~13-11~-10+0~+1+20a (+10)
4,4h,h12,12,i24~25-4-2
* Combo from 1st hit with 4f delay
* Move can be delayed 4f
4,4,2h,h,m12,12,5,i30~31-22~-21-12~-11
Yoshimitsu recovers sideturned on block
4,4,2,2h,h,m,h12,12,5,6,i22~23-24~-23-13~-12
* Combo from 3rd hit
* Opponent recovers BT on hit
4,4,2,2,1h,h,m,h,m!12,12,5,6,30,i67-18
* Weapon
* Alternate notation: 1SS.4,4,2,2,1
4,4,2,2,1~1h,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
* Alternate notation: 1SS.4,4,2,2,1~1
4,4,2,2,NSS.1h,h,m,h,m12,12,5,6,30,i67-54-17a
4,4,2,2,NSS.1~1h,h,m,h,m,h!12,12,5,6,30,40,i20~105-49a (-75)
* Balcony Break
* Cancel early to r30 with B
4,4,4h,h,h12,12,20,i24~25-4~-3+18a (+9)
* Balcony Break
* Combo from 2nd CH with 4f delay
* Move can be delayed 4f
4~3m25i25~26-13~-12+52a (+42)
* Tornado
* Unparryable by traditional parries, Asuka, Nina, etc
High crush 4~22 fs10~50
1+2
* Can recover to r17 FC with D
* Parries all highs or mids, except unblockables and some charge moves
* Alternate inputs: BT.1+2, FC.db+1+2 FC.d+1+2
Parry state 3~9
1+2,PM,M10,12i15~18 i3~6+1c~+4c+14a
,is1~20 Low crush 11~42 fs43~45
1+2+3m0i22~40-8~+10g+0~+18+16~+34
* Weapon
* Alternate notation: 1SS.1+2+3
1+4m20i6~9-15~-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+2h18i17~18-4~-3+14g~+15g+39a
Balcony Break
f+2,1h,M18,21,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.1h,m18,21,i26~27-12~-11+17a (+10)
* Tornado
* Combo from 1st CH
* Alternate input: BT.2,NSS.1
f+2,db+2h,m18,8,i10~14-5+6
Link to db+2 extensions
f+3h24i16~17-9~-8+17a (+8)
* Homing
* Balcony Break
f+3,4h,m2420,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+4m20i18-13+21a (+11)
* Balcony Break
* -9 on attack absorbtion
* 8 chip damage on attack absorbtion
Power crush 7~17
f+1+2M23i20-12+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+4m,M,M,M20,3,3,3i21~25-13~-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+1m14i13-4+5
df+1,2m,h14,16,i25~26-4~-3+14g~+15g+39a
* Balcony Break
* Combo from 1st CH with 2f delay
df+1,2,1m,h,M14,16,19,i26~27-12~-11+17a (+10)
* Tornado
* Weapon
* Combo from 2nd CH
* Alternate notation: 1SS.df+1,2,1
df+1,2,NSS.1m,h,m14,16,19,i26~27-12~-11+17a (+10)
* Tornado
* Combo from 2nd CH
df+1,2,db+2m,h,m14,16,7,i15-5+6
* Links to db+2 extensions
df+1,4m,m14,17,i17-12+4
* Jail from 1st attack with 2f delay
df+2m13i15~16-7~-6+34a (+24)
* On hit +4s~+5s against crouching opponent
* On CH launches crouching opponent
df+3m10i17~18-4~-3+4~+5
df+3,1m,M10,20,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.1m,M10,24,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+4m15i12-7+4
df+1+4M20i20~21-17~-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 20~42 fs43~45
df+2+3m18i17~18-13~-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+1M15i24~25-9~-8+1c~+2c+6a
* Spike
* Weapon
* 4 chip damage on block
* Power up in NSS or Heat
d+1*(1),nM!20i55~56+4c~+5c+6a
* Spike
* Weapon
* Constantly realigns while charging
* Can be canceled with b*
d+1*(2),nM!25i99~100+4c~+5c+6a
* Spike
* Weapon
* Constantly realigns while charging
* Can be canceled with b*
d+1*(3),nM!30i130~131+4c~+5c+6a
* Spike
* Weapon
* Constantly realigns while charging
* Can be canceled with b*
d+1*(4),nM!40i179~180+16a+52a
* Spike
* Weapon
* Constantly realigns while charging
* Can be canceled with b*
d+1*(5),nM!60i214~215+16a+52a
* Spike
* Weapon
* Constantly realigns while charging
* Can be canceled with b*
d+1*(6),nM!180i249~250+16a+52a
* Spike
* Weapon
* Constantly realigns while charging
* Can be canceled with b*
d+2M12i16~17-9~-8+0~+1
Weapon
d+2,1M,h12,23,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+2,2M,m12,17,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+2,2,1M,m,h12,17,20,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+2,2,2M,m,M12,17,19,i25~27-13~-11+16a (+9)
* Tornado
* Weapon
* Input can be delayed 10f
* Move can be delayed 9f
d+2,2,NSS.1M,m,h12,17,20,i19~20-9~-8+8a (-1)
* Balcony Break
* Input can be delayed 10f
* Move can be delayed 9f
d+2,2,NSS.d+1M,m,m12,17,17,i29~30-12~-11+2c~+3c+42a
* Spike
* Input can be delayed 10f
* Move can be delayed 9f
d+2,2,d+1M,m,m12,17,17,i29~30-12~-11+2c~+3c+42a
* Spike
* Weapon
* Input can be delayed 10f
* Move can be delayed 9f
d+2,NSS.1M,h12,18,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+3L12i15~17-18~-16-4~-2
Most commonly impacts on frame 16, except when tracking right
High crush 4~
d+4l6i12-15-4
High crush 4~
d+1+2
* Alternate input: BT.d+1+2
* Unavailable in NSS
Low crush 8~17 fs18~20
d+1+4m!60i29~30-32a
* 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+1m!,m!60,18,i1~39-29a
* Weapon
* 6 self damage
d+1+4,B+1,1m!,m!,m!60,18,20,i1~18-29a
* Weapon
* 6 self damage
d+1+4,B+1,1,1m!,m!,m!,m!60,18,20,21,i1~18-29a
* Weapon
* 10 self damage
d+1+4,B+1,1,1,1m!,m!,m!,m!,m!60,18,20,21,28,i1~18-29a
* Weapon
* 12 self damage
d+1+4,B+1,1,1,1,1m!,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
Alternate input: BT.d+3+4
High crush 6~ fs6~
DB+2m8i15-5+6
DB+2,2m,m8,7,i10~14-9~-5+2~+6
Combo from 1st hit
DB+2,2,2m,m,m8,7,6,i10~14-9~-5+2~+6
Combo from 1st hit
DB+2,2,2,2m,m,m,m8,7,6,5,i10~14-9~-5+2~+6
Combo from 3rd CH
DB+2,2,2,2,2m,m,m,m,m8,7,6,5,4,i10~14-9~-5+2~+6
* Combo from 4th hit
* Combo from 3rd CH
DB+2,2,2,2,2,2m,m,m,m,m,m8,7,6,5,4,3,i10~14-49-37
Combo from 5th CH
DB+3l8i18~19-25~-24-14~-13
High crush 6~
DB+3,3l,l8,7,i15~17-19~-17-7~-5
* Combo from 1st hit
* Transition to r20 IND with d+3+4
,High crush 1~
DB+3,3,3l,l,l8,7,7,i15~17-19~-17-7~-5
* Combo from 2nd CH
* Transition to r20 IND with d+3+4
,High crush 1~
DB+3,3,3,3l,l,l,l8,7,7,5,i15~17-19~-17-7~-5
* Combo from 3rd CH
* Transition to r20 IND with d+3+4
,High crush 1~
DB+3,3,3,3,3l,l,l,l,l8,7,7,5,5,i15~17-19~-17-7~-5
* Combo from 4th CH
* Transition to r20 IND with d+3+4
,High crush 1~
DB+3,3,3,3,3,3l,l,l,l,l,l8,7,7,5,5,5,i9~11-26~-24-15~-13
* Combo from 5th CH
,High crush 1~
DB+3,3,3,3,3,4l,l,l,l,l,m8,7,7,5,5,15,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+1L12i26~28-11~-9+4~+67~+9
Unavailable in NSS
High crush 8~
db+1,2Lm1220i25~26-13~12+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+4L14i17-12-1
B+1h8i17+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+1,1h,h8,9,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+1,1,1h,h,h8,9,10,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+1,1,1,1h,h,h,h8,9,10,12,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+1,1,1,1,1h,h,h,h,h8,9,10,12,14,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+1,1,1,1,1,1h,h,h,h,h,h8,9,10,12,14,16,i11~12-73-71-67
B+1,1,DB+3h,h,l8,9,7,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+3,3h,h,l,l8,9,7,5,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+3,3,3h,h,l,l,l8,9,7,5,5,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+3,3,4h,h,l,l,m8,9,7,5,15,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+2m12i14~15-9~-8+2~+3
Transition to r27 KIN with 1+2
b+2,1m,M12,20,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+2,2m,h12,21,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.1m,m12,17,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.2m,h12,18,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+1m15i24~25-6~-5+3c~+4c
* Spike
* Weapon
* Alternate notation: 1SS.ub+1
Low crush 9~27 fs28~30
ub+1+3m!40i50~52-24
* Weapon
* Punishable on close hit with FUFT.3
* Alternate notation: 1SS.ub+1+3
ub+1+3,1+2m!h!40,18,i18~19+1~+2+45a
* Weapon
* Alternate notation: 1SS.ub+1+3,1+2
ub+1+3,n+1m!,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+4m17i20~22-19~-17+12a (+2)
* Balcony Break
* Spike
Low crush 9~32 fs33~35
ub+1+2M25i24~25-8c~-7c+27a (+17)
* Balcony Break
* Weapon
* 5 chip damage on block
* Power up in NSS or Heat
u+1m17i24~25-5~-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+4M,M10,12i39~42 i3~6+1c~+4c+24a
* Spike
* Evades some mid attacks from frames ?-?
* Can be floated out of invisibility frames
Low crush 11~42
uf+1m20i24~25-4~-3+5c~+6c+50a
* Spike
* Weapon
* Alternate notation: 1SS.uf+1
Low crush 9~27 fs28~30
uf+1+3M!40i113~114+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>dM30i83~84-1c~+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,bM!35i55~56+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,dM25i55~56-3~-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+2m25i35~36-16~-15+6g~+7g+25a
* Weapon
* Cancel to r20 FC with D
Low crush 10~29 fs30~32
uf+3m15i15-13+32a (+22)
* Knee
* Can evade jabs at frames 5-7
* Alternate inputs: ub+3, u+3
Low crush 9~33 fs34~36
uf+4m21i20~22-9~-7+22a
* Homing
* Balcony Break
* Spike
* Alternate input: u+4
Low crush 9~32 fs33~35
uf+3+4M20i31~35-16~-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
* Unparryable by traditional parries, Asuka, Nina, etc
Low crush 10~32 fs33~35
uf+3+4,1M,h20,8,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+4,1,4M,h,m20,8,15,i17~28 i28~39-14~+13g+27a (+17a)
Combos from 1st (requires wall)
,Low crush 14~41 fs42~44
uf+3+4,1,4,1M,h,m,M20,8,15,15,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.1M,h,m,M20,8,15,15,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+4M,h,M20,8,21,i31~35+0c~+4c-14a
* Spike
* On hit, transitions to r49 backward jump automatically
,Low crush 10~32 fs33~35
uf+3+4,3M,M,M20,10,10,i39~42 i3~6-4c~-1c+27a
* Spike
* Evades mid attacks from frames ?-?
,Low crush 11~42 fs43~45
uf+3+4,3+4M,m20,25,i25~26-13~-12+52a (+42)
* Tornado
* Combo from 1st hit
* Unparryable by traditional parries, Asuka, Nina, etc
,High crush 4~22 fs10~50
1+2+3+4
* Can't block for 5 seconds
* CH state for 5 seconds
b,B+1+4m!50i59~61+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+2m15i15-9+4
* Elbow
* Cannot be buffered
* Increased pushback on CH
f,F+2:2m,t15,20+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+3m20i23~24-4~-3+5~+6
* Transition to r26 KIN with 1+2 (+3~+4 on block, +12~+13 on hit)
* Cannot be buffered
f,F+4m20zi15~16-6~-5+37a (+23)
* Balcony Break
* Knee
* Cannot be buffered
Low crush 13-21 fs22-24
f,F+1+2m22i22~24-8~-6+3c~+5c
* Spike
* Cannot be buffered
* Visually similar to f,F+3+4
* Unparryable by traditional parries, Asuka, Nina, etc
Low crush 10~21 fs22-32 Low crush 25-29
f,F+1+4m!60i45-65a
* 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,Fm!,m!60185,i35~37-60a
* Weapon
* 185 self-damage during 1st recovery frame
f,F+1+4,nm!60
f,F+3+4m15i22~24-20~-18-9c~-7c
* Spike
* Cannot be buffered
* Visually similar to f,F+1+2
* Unparryable by traditional parries, Asuka, Nina, etc
Low crush 10~27 fs28~30
f,F+3+4,1+2m,m15,15,i12~18-31~-25-2a (-12)
* Combo from 1st CH
* Tremendous forward travel
* Unparryable by traditional parries, Asuka, Nina, etc
* Automatically recovers to r? IND on self wallsplat
,Low crush 24~46 fs47~90
f,F+3+4,1+2,3+4m,m,m15,15,20,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+1M22i17~18-17~-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+2m20i14~15-13~-12+6g~+7g+58a (+38)
* Balcony Break
* Weapon
* Can be buffered
* Can be performed in FC
High crush 6~14
qcf+1h,h,M24,15,35i28~34 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+3M30i22~23+5g~+6g+13a (+3)
* Balcony Break
* 9 chip damage on block
Low crush 3~33 fs34~36
f,f,F+3,UM30+7g~+8g+15a (+5)
Unavailable in NSS
,Low crush 1~
ws1m12i14~15-10~-9+1~+2+6~+7
ws1,1m,h12,12,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
ws1,1,1m,h,h12,12,12,i18-11+0
* Spike
* Combo from 1st CH with 13f delay
* Input can be delayed 12f
ws1,1,1,1m,h,h,m12,12,12,25,i25~26+0c~+1c+6c~+7c
* Spike
* Combos from 3rd CH with 5f delay
* Input can be delayed 12f
ws1,1~b+3m,h12,12-16-5
* Alternate input: ws1,1~b+4
ws1,2m,h12,18,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
ws1,2,1m,h,M12,18,21,i26~27-12~-11+17a (+10)
* Tornado
* Weapon
* Combo from 2nd CH
* Alternate notation: 1SS.ws1,2,1
ws1,2,db+2m,h,m12,18,8,i15-5+6
Links to db+2 extensions
ws2m13i15~16-4~-3+7~+8
ws2,1m,m13,14,i27~28-3a+36a (+26)
* Weapon
* Combo from 1st hit with 1f delay
* Alternate notation: 1SS.ws+2,1
ws2,NSS.1m,h13,16,i23-6+5
* Elbow
* Combo from 1st hit with 1f delay
ws2,NSS.1,2m,h,m13,16,18,i25-5+5+63a
* Combo from 2nd CH
* Elbow
ws2,NSS.1,3m,h,h13,16,25,i25~26-7~-6+27a (+17)
* Balcony Break
* Combo from 2nd CH
ws3m12i16-6+3
ws3,2m,m12,20i32-12c+0a
* Spike
* Weapon
* Combo from 1st hit
ws4m14i11~12-6~-5+5~+6
* Transition to r21 KIN with 1+2
* Transition to r24 NSS with B
SS.1m21i17~18-9~-8+2~+3+27a (+17)
SS.2m20i18~19-13~-12+30a (+20)
Tornado
FC.DF+1l!12i26+70a (+54)
* Weapon
* Alternate input: FC.db,b+1
* Alternate notation: 1SS.FC.DF+1
* Alternate name: Samurai Cutter
High crush 1~
FC.db+3l8i18~19-25~-24-14~-13
Leads to db+3 extensions
High crush 1~
FC.df+4L18i18~19-26~-25+4c~+5c+31a
* Homing
* Can be done from [[Crouch#Crouch_levels|Crouch Level 2]]
High crush 1~
FC.d+1sl5i10-5+6
* Alternate inputs:
** FC.db+1
** FC.df+1
* Transition to r24 with f
* Transition input can be delayed 16f
High crush 1~
FC.d+2sl8i11-4+5
* Alternate inputs:
** FC.db+2
** FC.df+2
High crush 1~
FC.d+3L10i16-16-6
Alternate input: 1SS.FC.df+3
High crush 1~
FC.d+4l6i12-15-4
Alternate input: FC.db+4
High crush 1~
BDS.1h!25i21~40+32a
Alternate input: BDS.2
BDS.1m23i17~30-15~-2-13~+0
Alternate input: BDS.4
Low crush 14~ fs28~30
BT.1h16i15-3+8
Elbow
BT.1,2h,m16,18,i25-5+5+63a
* Elbow
* Combo from 1st CH
BT.1,3h,h16,25,i25~26-7~-6+27a (+17)
* Balcony Break
* Combo from 1st CH
BT.2h18i16~17-4~-3+14g~+15g+39a
* Balcony Break
* Links to f+2 extensions
BT.3m20i24~26-3~-1+11a
Spike
Low crush 6~29 fs30~32
BT.d+1L20i17~18-13~-12+3~+4+38a
* Weapon
* Can be performed in NSS with BT.b~db+1+2
High crush 6~
DGF.1M15i30~31-2c~-1c+10a+46a
* Spike
* Weapon
* 7 chip damage on block
* Power up in Heat
Low crush 1~27
DGF.2h15i16~18+4~+6+13s
Low crush 1~
DGF.2,4h,M15,22i26~28-14~-12+15a (+8)
* Tornado
* Combo from 1st hit
* Transition to r32 NSS with B
,Low crush 1~46 fs47~49
DGF.3L18i22~23-13~-12+6c~+7c+27a
Can't be low parried
Low crush 1~18
DGF.4m24i18~20-4~-2+14g~+15g
* Heat Engager
* Heat Dash +5g~+7g +62a (+42)
* Balcony Break
Low crush 1~16 fs17~19
DGF.1+2
Low crush 1~27 fs28~30
DGF.3+4h!,t17,18i20~21+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+2h23i20~21+7~+8+19a (+10)+64a (+44)
* Homing
* Balcony Break
* Weapon
* Alternate input: FLE.f+2
Low crush 1~
DGF.f+1+2h,h,h10,10,20i16~17 i11~12 i11~12-2~-1+18a (+9)
* Homing
* Balcony Break
* Weapon
* 12 chip damage on block
* Power up in Heat
Low crush 1~65
FLE.1
fs1~25 High crush 26~
FLE.2L20i24~28-12~-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+2h20i18~19-8~-7+31a (+21)
* Tornado
* Head
High crush 6~17
FLE.3+4m25i25~26-13~-12+52a (+42)
* Tornado
* Unparryable by traditional parries, Asuka, Nina, etc
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.dM0i10+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,fM,M,M,M,M3,3,3,3,3i17~19,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+2h23i20~21+7g~+8g+19a (+10)+64a (+44)
* Homing
* Balcony Break
Low crush 1~
FLE.nm7i2~60-18~+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.ufm!21i30~45+30a (+20)
* Balcony Break
* Alternate inputs: FLE.u and FLE.ub
Low crush 1~
FLE.u+1+2m30i38~40+4~+6+21a (+12)
* Balcony Break
* Tech roll to r33 FC on frames 41-42
Low crush 1~37 fs38~4020
FLE.u+1+2
Low crush 1~
FUFT.d+3+4
fs1~
IND.1M!15i53~55+0c~+2c
* Spike
* Weapon
* Same animation as the ending of qcf+1
* Alternate notation: 1SS.IND.1
Low crush 30~52 fs53~55
IND.2m7i39~43-8~-5+2~+6
* Leads to DB+2,2 extensions
* Yoshimitsu will transition to IND.u if the distance to the opponent is less than 1.00 units
* Yoshimitsu will teleport if the distance to the opponent is less than 0.50 units
High crush 1~ fs1~
IND.3m15i12~18-31~-25-2a (-12)
* Balcony Break
* Automatically recovers to r? IND on self wallsplat
* Unparryable by traditional parries, Asuka, Nina, etc
* Tremendous forward travel
,Low crush 12~34 fs35~90
IND.3,3+4m,m15,20,i27-13+52a (+42)
* Tornado
* Combo from 1st hit
* Tremendous forward travel
,Low crush 1~13 fs14~54
IND.4L18i47~48-26~-25+4c~+5c
Homing
High crush 1~
IND.1+2
Unavailable in NSS
fs1 Low crush 2~27 fs28~30
IND.3+4m,m6,22i17~18 i28~29-6~-5+3~+4
* 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.1m10i17-12-1
* Spike
* Weapon
KIN.1,1m,m,m10,5,15,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.1m,m,m10,5,20,i23~24 i14~15-1~+0+37a (+29)
* Spike
* Weapon
* Combo from 1st hit with 2f delay
* Recovers health on hit
KIN.2m15i21~22-14~-13+26a (+16a)
Weapon
KIN.2,1+2m,M1530i32~34-15~-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,M1530,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+2m,M15,30i32~34-3~-1+15a
* Balcony Break
* Spike
* Weapon
* 9 chip damage on block
* Recovers health on hit
KIN.2,NSS.1+2*m,M15,30,i47~49+14~+16+69a (+49)
* Balcony Break
* Spike
* Weapon
* Guard break
* 12 chip damage on block
* Recovers health on hit
KIN.3L17i25~32-16~-9+13a+24a
Low crush 10~20 fs21~23 High crush 24~
KIN.4h23i16~17+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+2m,m,m,m4,4,4,24i12~13 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+4m20i10~13-15~-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+2m15i15~16-9~-8+2~+3
Weapon
KIN.b+2,1m,M15,19,i23~24-12~-11+30a (+20)
* Tornado
* Weapon
* Combo from 1st hit
* Alternate notation: 1SS.KIN.b+2,1
KIN.b+1+2m!25i46+6a
* Weapon
* Backswing blow
* Unavailable in NSS
KIN.d+1L20i23~24-13+3+38a
* Weapon
* Alternate notation: 1SS.KIN.d+1
High crush 22~
KIN.f
High crush 5~25
KIN.f+1M,M,M6,6,10i19~20 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,M6,6,6,6,6,10i19~20 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+2h25i12~13-1~+0+9a (+0)
* Heat Engager
* Heat Dash +5g~+6g +34a
* Homing
* Balcony Break
* Weapon
* Wall crush on block +11g minimum, 3 damage on wall hit
KIN.u+1+2
Low crush 14~
MED.3m,M15,15i17~28 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+1m,M,M15,15,15,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+2m!10i30~34-1a
Recovers health
MED.1+4m20i6~9-15~-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+3h25i22~40-18~+0+26d (-32)
Balcony Break
NSS.1+4m20i8~11-15~-12+14 +64a
* Weapon
* Knockdown against BT opponent, +19a (+9)
* 4 chip damage on block
* Recovers health on hit
* Causes Strong Aerial Tailspin
* Alternate inputs: b+1+4, f+1+4, db+1+4, ws1+4, FC.D+1+4
NSS.1+4m20i8~11-15~-12+14 +64a
* 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+1l15i17~18-13~-12+3+38a
High crush 6~
NSS.FC.DF+1l12i25~26-16~-15+27a
* Alternate input: NSS.db,b+1
High crush 1~34
NSS.FC.DF+1,2l,L12,20,i25~26-14~-13+14~+15
* Combo from 1st hit
* Alternate input: NSS.db,b+1,2
,High crush 1~45
NSS.FC.df+3L12i20~21-26~-25+67a (+51)
High crush 1~
NSS.IND.1M15i48~51-8c~-5c+5a
* Spike
* Same animation as the ending of NSS.qcf+1
Low crush 30~52 fs53~55
NSS.KIN.1+4m20i12~15-15~-12+14 +64a
* Weapon
* Knockdown against BT opponent, +19a (+9)
* 4 chip damage on block
* Recovers health on hit
NSS.KIN.f+1M,M,M6,6,12i19~20 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,M6,6,6,6,6,12i19~20 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+4m!40i65~70-3a (-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+1sl5i10-5+6
* In-game frame data incorrectly dispalys this move as i11
* Transition to r24 with f
High crush 4~
NSS.df+1+4m19i20~21-17~-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+1M24i24~25-9~-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+1m19i17~18-17~-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+2M29i20-12+8a (-1)
* Heat Engager
* Heat Dash +5g +62a (+42)
* Balcony Break
* Weapon
* 8 chip damage on block
* Extended range
NSS.f+3+4m20i21~25-13~-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+1M30i53~56-8c~-5c+5a
* Spike
* Can be buffered
* Can be performed in FC
Low crush 10~55 fs56~58
NSS.ub+1m19i25~26-6~-5+3c~+4c
Spike
Low crush 9~27 fs28~30
NSS.ub+1+3m!50i51~65-23
* Punishable on close hit with FUFT.3
NSS.ub+1+3,1+2m!h50,15,i18~19-15~-4-4~-3+45a
NSS.ub+1+3,n+1m!,h!50,40,i20~105-49a (-75)
* Balcony Break
* Cancel early to r21 with B
NSS.ub+1+2M30i24~25-8c~-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+1m24i25~26-4~-3+5c~+6c+15a
Spike
Low crush 9~27 fs28~30
NSS.uf+1+3
Low crush 9~35 fs36~38
NSS.u+1m21i25~26-5~-4+4c~+5c
Spike
Low crush 9~27 fs28~30
NSS.u+1+2L18i27~29+4~+6+20c~+22c
* Spike
* Can't be low parried
Low crush 9~24 fs25~
OTG.u+1M24i27~29-13~-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.3m25i17-16+2a (-7)
* Balcony Break
* Unparryable by traditional parries, Asuka, Nina, etc
* Does 37 damage on Clean Hit (See next entry)
Low crush 1~
WFL.3 (Close Hit)m,t37,20+15a
* Transition to attack throw only on front hit
* Can side switch on hit
Low crush 1~
WFL.4L15i23~24-9~-8+12c~+13c+20a
Low crush 1~12 High crush 12~ fs13~
1+3t35i12~14-3+1d
Throw break 1 or 2
2+4t35i12~14+0+1
* Floor Break
* Throw break 1 or 2
* Side switch on hit
Back Throwt50+1d
* Floor Break
* Unbreakable
Left Throwt45-3+0d
* Throw break 1
* Side switch on hit
Right Throwt40-3-3d
Throw break 2
qcb,f+2t0i15~16+0
* Unbreakable
* Opponent recovers 26 health
* Yoshimitsu loses 35 health
qcf+2t22i15~16+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+2t45i11+0+1
* Floor Break
* Throw break 1+2
* Side switch on break