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yoshimitsu Tekken 8 Season 2 Guide

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Last updated Jun 09, 2025, Game version 2.02.00

Introduction

Yoshimitsu is a character who is jack of all trades but master of none. He has a punish, setup, or a panic tool for every situation possible, making him one of the best characters in the game at everything but playing solid neutral. Yoshimitu's strengths are skewed towards keepout tools and panic tools. He forces the opponent to play their neutral in a different way by dictating their offense because of the way that he uniquely defends. Spin, flash, and keep-out tools make it very hard to catch this character, and he avoids playing neutral normally to pull you into his own style of Tekken.

Yoshimitsu's general game plan revolves around keepout, this is his element. When he's playing keepout, there's no character that compares because he can set up his keepout offense by scaring the opponent with his panic tools. Mostly all of Yoshi's tools are meant to be reads because of how much damage they do, and the oki that follows up afterwards. He can choose to use a lot of launchers to get high damage or use a lot of gimmicks to highly confuse his opponents, and that sets him up to do either even MORE gimmicks or not making it obvious he wants to switch to a more keepout/passive style of play.

Yoshi's not an easy character to understand or play at a higher level, or if someone has general knowledge about Yoshi. This is because if he plays gimmicky and the opponent knows that he can get punished pretty hard for it, or if he doesn't want to play gimmicky, he can get beaten out by turtling players. He has no 50/50's without stances, and even then, his 50/50's are mediocre, so he has to work to try to open an opponent up. This is why his neutral is hard to master or understand, because he can't open up opponents, he sometimes relies on gimmicks to confuse them instead.

Strengths

  • His Manji Spins (b+3 or b+4) and Flash (1+4) make his panic tools better than every other character's
  • He has VERY long reaching keep-out tools that make it a consistent game plan
  • Yoshi's okizeme is endlessly confusing and also better than every other character's
  • Yoshimitsu's stances in T8 are much better than older games, having real 50/50's and plus frames

Weaknesses

  • Yoshimitsu needs to enter stances in order to 50/50 or have real mixups
  • Turtling is a difficult strategy for Yoshi to stop
  • His pokes are mediocre plus frames or mediocre situations on hit
  • He can easily be sidestepped to his right side
  • He can't easily get plus frames from either lows or mids

Heat System

  • Yoshi's f+1+2 is the longest reaching launcher in the game and has amazing tracking
  • His heat smash is massive damage with a wall and also has tons of range
  • b+2,2 is an extremely fast whiff punisher that is also a launcher

Top 10 Moves

1,1

i10 punisher. In NSS or heat, the second hit is a CH launcher. If it normal hits, you can do b+1+2 to go into NSS again while they're on the ground.
h, m, i10, -9 oB, +4c oH, +6d oCH

df+1

I13 and -4 on block. The longest reaching df1 in the game. It sets up nicely for moves like f,n,d,df+2 (CD 2) because it goes under all highs at -4
m, i13, -4 oB, +5 oH

3~4

I17 and long reaching keepout tool. It sets up for DGF stance (enter by holding up), and if they don't instantly jab, DGF is an extremely good option for what it has to offer
m,m, i17~18 i28~29, -6 oB, +3 oH

SS 1

Pretty fast sidestep move with good range, and it's a CH launcher. This move is also pretty evasive against highs and some mids
m, i17~18, -9 oB, +2 oH, +27a (+17) oCH

1+4

Flash. Panic tool. Doesn't have much range. i6 or i8 in heat or NSS stance. The fastest move in the entire game. Requires skill, or a really bad opponent. Makes people think twice about pressing while also getting tons of damage.
m, i6~9, -20 oB, +14c oH

db+3,3,4

This move has an infinite amount of variations to make it confusing for the opponent. db+3,3 by itself is also good. db+3,3,4,b goes into NSS to make it -6 and lets Yoshi move a lot better for whiffs.

db+4

This low hits grounded and is only -1 on hit. Faster than db+3,3, and it sets up for f,n,d,df+2 (CD 2)
L, i17, -12 oB, -1 oH

FC df+4

One of the longest reaching CH launchers in the game. Launch punishable on block. On hit it's also plus.
L, i18~19, -26 oB, +4c oH, +31a oCH

df+2

i15 startup so it's fast. Recovers extremely fast on whiff making it one of his keepout tools.
m, i15~16, -7 oB, +34a (+24) oH

b+2,2

i14 whiff punisher. Heat engager. In heat it becomes a full launcher
m, h, i14~15, -9 oB, +2a oH

Punishers

Standing
i10f 1,1 (In NSS or Heat it's even better)
i11f 2,2 (Plus 15 on hit)
i13f df+1,4 (Plus 4 on hit)
i14f b+2,2 (Heat engager)
i15f df+2 (Launcher)
Crouching
i11f WS 4 (Lotta)
i13f WS 1,2 (Lotta Plus Frames)
i15f WS 2,1 (Lotta Damage)
Whiff punishers
b+2,2 (Fast and long range)
3,1 (Long range)
df+2 (Launcher)

Combos

df+2 | uf+3
Forward Dash → 1+4 → D2,2b → Df1,2,1 → 3,2,1+2 or B1 → 3,1 for wallcarry (You need to enter NSS with D2,2,b to land the last hit of 3,2,1+2)
SS1
Df2 → D2,2b → Df1,2,1 → 3,2,1+2 or B1 → 3,1 for wallcarry
H.2+3 | NSS 1+4
SS1 → D2,2b → Df1,2,1 → 3,2,1+2 or B1 → 3,1 for wallcarry
FC df+4
Ws4 → D2,2b → Df1,2,1 → 3,2,1+2 or B1 → 3,1 for wallcarry
BDS 1 (db1+2, 1)
D2,2b → Jab → F3+4 → D,2,2,2 → D2,2 or B1 → 3,1 for wallcarry
f,f+4
BT 2,1 → B1+2 → F3+4 → jab → F3+4 → D2,2
FC df+1 | low parry
D2,2b → Jab → F3+4 → D2,2,2

Beginner Combos

df+2 | uf+3
D2,2 → Df1,2,1 → D2,2,2

Combo Enders

Carry
b+1 → 3,1
Floor break
Wall break

Wall Combos

Normal
3,2,1+2 (delay) in heat or NSS is max damage
1 jab into F1+2 for okizeme
With tornado
2,2 → Jab → F1+2

Small Combos

KIN 2,1+2 (charge)
ub+1+2
uf+4
CD 1
(df+1) ,CH 2
ub+1+2
f,f+3 (hold 1+2 for KIN)
KIN f+2

Notable Moves

df+4

i12 so it's the fastest mid poke in the game. Somewhat long reaching. Good on whiff or on block to keep opponents away or stuff their buttons.
m, i12, -7 oB, +4 oH

uf+3

Hopknee. This move evades highs sometimes and even mids rarely. Panic tool.
m, i15, -13 oB, +32a (+22) oH

b+3 (or b+4)

Manji Spin. Panic tool to get out of pressure. Takes his own hp to spin. Evades mostly every move in the game and sometimes homing moves because it moves backwards.

uf+4

i20 low crushing move. Homing move. Low range. Has a guaranteed hit after with f,n,d,df+1 (CD 1) if you're good enough. It's safe, so it's good when someone delays a button or sidesteps
m, i20~22, -9 oB, +22a oH

f+1+2

i20 and should only be used in heat or NSS. In NSS, this move is -7 on block. In heat, you can make this move +5 on block. It's a launcher if used in heat. Also extremely long range while having great tracking.
M, i20, -12 oB, +8a (-1) oH

BDS 1 (db1+2, 1)

Stance into Bad Breath. Great keepout tool. This move cannot get whiff punished.
h!, i21~40, +32a oH

f,f+4

Launching approach tool. Leaves him backturned
m, i15~16, -6 oB, +37a (+23) oH

DGF f+1+2

i16 homing move. Stuffs people out if you're +7 after 3,1, or f,f,f+3.
h,h,h, i16~17 i11~12 i11~12, -2 oB, +18a (+9) oH

DGF 3+4

Good mixup grab for passive players. Floor breaks
h!,t, i20~21, +0 oH

DGF 4

This is a good mix for Yoshi's f+1+2 or 3+4 grab. Heat engager. Launcher if heat is used.
m, i18~20, -4 oB, +14g oH

KIN d+1

Plus 3 on hit. Long reaching and a mixup for KIN 2 or KIN f+1+2
L, i23~24, -13 oB, +3 oH, +38a oCH

KIN 2

In heat KIN 2,1+2 is -3 on block. Also, in heat ub+1+2 is guaranteed if the second part of KIN 2,1+2 hits them.
m, i21~22, -14 oB, +26a (+16a) oH

KIN f+1+2

New move. On block this is +14 and frametraps into FLE 1+2. You can mix people with this into Flea stance.
m, i24~25, +14c oB, +14c oH, +49a oCH

FC df+1

Unblockable low. Mostly used as a way to punish techrolling. Full combo.
l!, i26, +70a (+54) oH

fff+3

Running 3 is an amazing move that they added to T8, it has a good hitbox and gives Yoshi easy plus frames
M, i22~23, +5g oB, +13a (+3) oH

Stances

Dragonfly (DGF)

Enter manually with u+1+2 or by holding up after certain moves. Good for pressure after Heat smash, 3,1, f,f,f+3 and 3~4

Indian (IND)

Enter manually with d+3+4 or by pressing d+3+4 after certain moves. IND 3+4 is now a homing move and fast, so it's extremely good. Also good for confusing the opponent, he can go into it off of db+3,3 or FC df+4

No Sword Stance (NSS)

Enter manually with b+1+2 or by holding back after certain moves. Very good stance to switch up your movelist, including your punishers

Kincho (KIN)

Enter manually with 1+2 or by holding 1+2 after certain moves. Good stance for pressure, but it's a little slow, so it's best used after f,f+3 or in okizeme situation

Flea (FLE)

Enter manually with d+1+2. KIN f+1+2 on block or uf+1,1 on hit are the best ways to go into this stance. It's slow to go into the stance manually, but good at confusing the opponent if you do.

Panic Moves

1+4

i6 or i8 move to get people off you
m, i6~9, -20 oB, +14c oH

b+3 (or b+4)

Manji Spin to evade almost every move in the game

uf+3

Sometimes crushes high and rarely mids too
m, i15, -13 oB, +32a (+22) oH

Frame Traps

f,f,f+3 DGF f+1+2
3,1 DGF f+1+2
H.2+3 DGF 4
Heat Dash 1+2 or 2+4 grab

Knowledge Checks

b+1,1,db+3,3

Good for ending rounds
h, h, l, l, i17, -19 oB, -7 oH

df+1 > f,n,d,df+2 (CD 2)

Goes under all highs in the game with flashing steel

db4 > CD 2

Goes under all highs in the game with flashing steel

b+1 > 1+4

If B1 CH's it combos into flash but if the opponent tries to press after B1 on block it's still a frametrap

Defensive tips

Lab a move that flash can't hit consistently

For example, Lili's Df3+4 is extremely difficult for flash to hit, so this is a good move to use as a read but also to keep playing neutral.

Keep your homing moves in hand

Yoshi can use manji spins, and it's important to know your homing moves or to use a generic throw to keep him in check

Turtle harder than yoshi is

Yoshi can't easily open up an opponent in neutral without CH's or whiff punishers, so turtling is a great strategy

Sidestepping to your left side

Yoshi's very weak to sidesteps when he's not using f+1+2 or a homing move

Defensive Move Handling

3~4

If he goes into DGF stance, a one jab will always punish it. If he doesn't, he's -6, so a df1 is a good option, or just playing patient
m,m, i17~18 i28~29, -6 oB, +3 oH

f,f,f+3 | 3,1

You can jab Yoshi out of any option that isn't frametrapping such as DGF f+1+2 or DGF 2,4. The last hit of 3,1 is duckable
M, i22~23, +5g oB, +13a (+3) oH

NSS FC df+3

This is Yoshi's hellsweep, and if he doesn't do it after his NSS uf+1+3 frog jump, it doesn't have a real mid mix. You can fuzzy 90% of any mids that he would try to mix for this low (since most mids are faster than this low)
L, i20~21, -26 oB, +67a (+51) oH

NSS FC df+1,2

The second hit gives a guaranteed wallsplat, so just wait for it to finish to punish, and if he doesn't, he cannot pressure you after blocking the low
l, L, i25~26, -14 oB, +14 oH

FC df+1 (Unblockable)

If you're on the ground you can wait on the ground and punish him with a getup kick or even a launcher depending on how good you are at punishing it
l!, i26, +70a (+54) oH

db+4 | df+1 into CD 2

You can either interrupt this setup with a mid or block it and punish with a 13-frame or faster move
L, i17, -12 oB, -1 oH

db+3,3,4

The lows jail so you can mash a quick punish like WS4 to stop the mid kick at the end

f,f+3 into KIN

An i10 downjab beats every option he does except an unblockable, which is easily punishable by getting out of the way. On block, you can SSR duck as an option select. This makes the high whiff and the mids from his KIN 1+2 will hit in a weird way, where you can punish him with a launcher once the move finishes

External Resources