Command | Hit level | Damage | Startup | Block | Hit | Counter hit | Notes |
---|---|---|---|---|---|---|---|
B+1,1,1,1,1,1 | h, h, h, h, h, h | 8, 9, 10, 12, 14, 16 | ,i11~12 | -73 | -71 | -67 | |
4,4,2,2,NSS.1 | h, h, m, h, m | 12, 12, 5, 6, 30 | ,i67 | -54 | -17a | ||
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 | |
f,F+3+4,1+2 | m, m | 15, 15 | ,i12~18 | -31 | -2a (-12) | * Balcony Break * Combo from 1st CH * Tremendous forward travel * Automatically recovers to r55 IND on self-wallsplat <div class="plainlist"> * ,Low crush 24~46 * fs47~90</div> | |
IND.3 | m | 15 | i32~38 | -31 | -2a (-12) | * Balcony Break * Automatically recovers to r55 IND on self-wallsplat * Tremendous forward travel <div class="plainlist"> * ,Low crush 12~34 * fs35~90</div> | |
db+3,3,3,3,3,3 | l, l, l, l, l, l | 8, 7, 7, 5, 5, 5 | ,i9~11 | -26 | -15 | * Combo from 5th CH ,High crush 1~ | |
FC.df+4 | L | 18 | i18~19 | -26 | +4c | +31a | * Homing * Enter IND -26 +8c +35a r24 with d+3+4 * Can be done from [[Crouch#Crouch_levels|Crouch Level 2]] High crush 1~ |
IND.4 | L | 18 | i47~48 | -26 | +4c | +31a | * Homing * Enter IND -26 +8 +35a r24 with d+3+4 High crush 1~ |
NSS.FC.df+3 | L | 12 | i20~21 | -26 | +67a (+51) | High crush 1~ | |
db+3 | l | 8 | i18~19 | -25 | -14 | High crush 6~ | |
FC.db+3 | l | 8 | i18~19 | -25 | -14 | Links to db+3 extensions High crush 1~ | |
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 | h, h, m | 12, 12, 5 | ,i30~31 | -22 | -12 | Yoshimitsu recovers sideturned on block | |
B+1,1,DB+3 | h, h, l | 8, 9, 7 | ,i13~14 | -20 | -9 | * Combo from 1st hit * Links to db+3 extensions * Can be performed from a single B+1 ,High crush 10~ | |
f,F+3+4 | m | 15 | i22~24 | -20 | -9c | * Spike * Cannot be buffered * Visually similar to [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-f,F+1+2|f,F+1+2]] <div class="plainlist"> * Low crush 10~27 * fs28~30</div> | |
db+3,3 | l, l | 8, 7 | ,i15~17 | -19 | -7 | * Combo from 1st hit * Enter IND r20 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 * Enter IND r20 with d+3+4 ,High crush 1~ | |
db+3,3,3,3 | l, l, l, l | 8, 7, 7, 5 | ,i15~17 | -19 | -7 | * Combo from 3rd CH * Enter IND r20 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 | -7 | * Combo from 4th CH * Enter IND r20 with d+3+4 ,High crush 1~ | |
B+1,1,DB+3,3 | h, h, l, l | 8, 9, 7, 5 | ,i15~17 | -19 | -7 | * Combo from 3rd CH * Links to db+3 extensions * Enter IND r20 with d+3+4 * Can be performed from a single B+1 ,High crush 1~ | |
ub+4 | m | 17 | i20~22 | -19 | +12a (+2) | * Balcony Break * Spike <div class="plainlist"> * Low crush 9~32 * fs33~35</div> | |
d+3 | L | 12 | i15~17 | -18~-16 | -4~-2 | Most commonly impacts on frame 16, except when tracking right High crush 4~ | |
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~ | |
NSS.1+2+3 | h | 25 | i22~40 | -18~+0 | +26d (-32) | Balcony Break | |
df+1+4 | M | 20 | i20~21 | -17 | +35a (+25) | * Weapon * Enter KIN r30 with 1+2 * Can be buffered * Can be performed in FC * Power up input [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-f,n,d,df+1|f,n,d,df+1]] <div class="plainlist"> * Low crush 20~42 * fs43~45</div> | |
b+2,1 | m, M | 12, 20 | ,i27~28 | -17 | +28a (+18) | * Weapon * Combo from 1st CH with 2f delay * Enter KIN r30 with 1+2 * Input can be delayed 14f <div class="plainlist"> * Low crush 28~49 * fs50~52</div> | |
b+2,NSS.1 | m, m | 12, 17 | ,i27~28 | -17 | +28a (+18) | * Enter KIN r30 with 1+2 * Combo from 1st CH with 2f delay * Input can be delayed 14f <div class="plainlist"> * Low crush 28~49 * fs50~52</div> | |
f,n,d,df+1 | M | 22 | i17~18 | -17 | +35a (+25a) | * Weapon * Can be buffered * Enter KIN r30 with 1+2 * Can be performed from FC <div class="plainlist"> * Low crush 17~39 * fs40~42</div> | |
FC.d+3 | L | 10 | i16 | -17 | -6 | High crush 1~ | |
NSS.df+1+4 | m | 19 | i20~21 | -17 | +35a (+25) | * Enter KIN r37 with 1+2 * Can be buffered * Can be performed in FC * Power up input [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-NSS.f,n,d,df+1|NSS.f,n,d,df+1]] * Replaced by [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-df+1+4|1SS.df+1+4]] when performed in BT <div class="plainlist"> * Low crush 20~42 * fs43~45</div> | |
NSS.f,n,d,df+1 | m | 19 | i17~18 | -17 | +35a (+25a) | * Weapon * Can be buffered * Enter KIN r30 with 1+2 * Can be performed from FC <div class="plainlist"> * Low crush 17~39 * fs40~42</div> | |
uf+2 | L | 25 | i35~36 | -16 | +6g | +25a | * Weapon * Cancel to r20 FC with D <div class="plainlist"> * Low crush 10~29 * fs30~32</div> |
uf+3+4 | M | 20 | i31~35 | -16~-12 | -4a | * Spike * In 1SS cancel to DGF r18 with 1+2 * In 1SS enter FLE r28 with d+1+2 * In 1SS enter IND r28 with d+1+2 (or NSS.d+1+2) * On hit, transitions to -4a r49 backward jump automatically * Landing on opponent's head, transitions to -48a (-58) r75 hop automatically, hitting Yoshimitsu during this animation forces him into BT <div class="plainlist"> * Low crush 10~32 * fs33~35</div> | |
KIN.3 | L | 17 | i25~32 | -16~-9 | +13a | +25a | <div class="plainlist"> * Low crush 10~20 * fs21~23 * High crush 24~</div> |
NSS.FC.DF+1 | l | 12 | i25~26 | -16 | +27a | High crush 1~34 | |
WFL.3 | m | 25 | i17 | -16 | +2a (-7) | * Balcony Break * FLE step takes 19 frames, effective startup i36 * Clean hit, 1st hit 25 > 37 damage * Transition to attack throw on close standing hit, +15a r43 FLE and 20 extra damage * Can side switch on throw hit Low crush 1~ | |
R.df+1+2 | m,t | 55+ | i20 | -15 | +0d | * Rage Art * Reversal Break * Ereases opponent's recoverable health on hit * Damage increases with lower health, maximum 80 * Freezes match timer on activation and on hit * Restores recoverable health on hit * Transition to attack throw on hit * Consumes Rage Power crush 8~ | |
1+4 | m | 20 | i6~9 | -15 | +14c | * Weapon * 70% proration on standing hit * Knockdown against BT opponent +11a (FDFT) * [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-NSS.1+4|Power up]] in NSS or Heat | |
d+4 | l | 6 | i12 | -15 | -4 | High crush 4~ | |
b,B+1+4,B | m | 20 | i22~25 | -15 | +14c | * Weapon * 70% proration on standing hit * Knockdown against BT opponent +11a (FDFT) * [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-NSS.1+4|Power up]] in NSS or Heat | |
FC.d+4 | l | 6 | i12 | -15 | -4 | High crush 1~ | |
BDS.3 | m | 23 | i17~30 | -15~-2 | -13~+0 | Can hit from the front of the opponent attacks into it <div class="plainlist"> * Low crush 14~27 * fs28~30</div> | |
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 | |
KIN.1+4 | m | 20 | i10~13 | -15 | +14c | * Weapon * 70% proration on standing hit * Knockdown against BT opponent +11a (FDFT) * [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-NSS.1+4|Power up]] in NSS or Heat | |
MED.1+4 | m | 20 | i6~9 | -15 | +14c | * Weapon * 70% proration on standing hit * Knockdown against BT opponent +11a (FDFT) * [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-NSS.1+4|Power up]] in NSS or Heat | |
NSS.1+4 | m | 20 | i8~11 | -15 | +14 +64a | * Strong Aerial Tailspin * Weapon * Knockdown against BT opponent, +19a (+9) * 4 chip damage on block * Recovers 2 base health on hit | |
NSS.KIN.1+4 | m | 20 | i12~15 | -15 | +14 +64a | * Strong Aerial Tailspin * Weapon * Knockdown against BT opponent, +19a (+9) * 4 chip damage on block * Recovers 2 base health on hit | |
NSS.b,B+1+4,B | m | 20 | ,i22~25 | -15 | +14 +64a | * Strong Aerial Tailspin * Weapon * Knockdown against BT opponent, +19a (+9) * 4 chip damage on block * Recovers 2 base health on hit | |
NSS.ub+1+3,1+2 | m!, h | 50, 15 | ,i18~19 | -15 | -4 | +45a | Spike |
3,2,1+2 | m, m, M | 12, 12, 29 | ,i26~27 | -14c | +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 * [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-3,2,NSS.1+2|Power up]] in NSS or Heat | |
3,2,NSS.1+2 | m, m, M | 12, 12, 30 | ,i26~27 | -14c | +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 4 base health on 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) <div class="plainlist"> * ,Low crush 14~41 * fs42~44</div> | |
DGF.2,4 | h, M | 15, 22 | i26~28 | -14 | +15a (+8) | * Tornado * Combo from 1st hit * Enter NSS r33 with B <div class="plainlist"> * ,Low crush 1~46 * fs47~49</div> | |
KIN.2 | m | 15 | i21~22 | -14 | +26a (+16a) | Weapon | |
NSS.FC.DF+1,2 | l, L | 12, 20 | ,i25~26 | -14 | +14 | * Spike * Combo from 1st hit * Interrupt with i7 from 1st block ,High crush 1~45 | |
4~3 | m | 25 | i25~26 | -13 | +52a (+42) | * Tornado <div class="plainlist"> * High crush 4~22 * fs10~50</div> | |
f+4 | m | 20 | i18 | -13 | +21a (+11) | * Balcony Break * -9 on block after absorbing an attack * 8 chip damage on attack absorbtion Power crush 7~17 | |
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 r65 BT earliest on frame 10 with b * Automatically recovers to r55 IND on self-wallsplat | |
df+2+3 | m | 18 | i17~18 | -13 | +6g | +58a (+38) | * Balcony Break * Can be buffered * Can be performed in FC * Power up input [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-f,n,d,df+2|f,n,d,df+2]] High crush 9~17 |
d+2,2,2 | M, m, M | 12, 17, 19 | ,i25~27 | -13 | +16a (+9) | * Tornado * Weapon * Input can be delayed 10f * Move can be delayed 9f | |
db+1,2 | L, m | 12, 20 | i25~26 | -13~12 | +0~+1 | +6g~+7g | * Balcony break on airborne or CH * Combo from 1st with 1f delay * Combo from 1st CH with 8f delay * Input can be delayed 8f |
b+2,2 | m, h | 12, 21 | ,i22~23 | -13 | +2a | * Heat Engager * Heat Dash +36a (+26), +5g * Weapon * Combo from 1st with 1f delay * Combo from 1st CH with 7f delay * Input can be delayed 14f | |
uf+3 | m | 15 | i15 | -13 | +32a (+22) | * Knee * Can evade jabs at frames 5-7 * Recovers 1f faster on hit or block <div class="plainlist"> * Low crush 9~33 * fs34~36</div> | |
uf+3+4,3+4 | M, m | 20, 25 | ,i25~26 | -13 | +52a (+42) | * Tornado * Combo from 1st hit <div class="plainlist"> * ,High crush 4~22 * fs10~50</div> | |
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 <div class="plainlist"> * ,Low crush 1~13 * fs14~54</div> | |
f,n,d,df+2 | m | 20 | i14~15 | -13 | +6g | +58a (+38) | * Balcony Break * Weapon * Can be buffered * Can be performed in FC High crush 6~14 |
SS.2 | m | 20 | i18~19 | -13 | +30a (+20) | * Tornado * Sidestep adds minimum 9f, effective startup i27~28 | |
BT.d+1 | L | 20 | i17~18 | -13 | +3 | +38a | Weapon High crush 6~ |
DGF.3 | L | 18 | i22~23 | -13 | +6c | +28a | Airborne attack, can't be low parried Low crush 1~18 |
FLE.3+4 | m | 25 | i25~26 | -13 | +52a (+42) | * Tornado <div class="plainlist"> * fs1~26 * High crush 6~22</div> | |
IND.3,3+4 | m, m | 15, 20 | ,i27 | -13 | +52a (+42) | * Tornado * Combo from 1st hit * Tremendous forward travel <div class="plainlist"> * ,Low crush 1~13 * fs14~54</div> | |
KIN.d+1 | L | 20 | i23~24 | -13 | +3 | +38a | * Weapon * Cancel to r34 FC with DB on frame 16 High crush 22~ |
NSS.KIN.d+1 | L | 17 | i23~24 | -13 | +3 | +38a | Cancel to r34 FC with DB on frame 16 High crush 22~ |
NSS.f+3+4 | m | 20 | i21~25 | -13~-9 | +20a (+11) | * Balcony Break * Head * Cancel to r55 BT with b * Enter IND +12a (+3) r29 with d+3+4 on hit * Automatically recovers to r55 IND on self-wallsplat * Recovers 12f faster on hit * +20a on side hit | |
OTG.u+1 | M | 24 | i27~29 | -13 | -8c | * Spike * Weapon * 16 damage -16a against airborne opponent * 19 damage -13a (-23) against a grounded opponent * Unavailable in NSS <div class="plainlist"> * Low crush 8~23 * fs24~26</div> | |
2,d+3 | h, L | 10, 11 | ,i22 | -12 | -1 | * Combo from 1st hit with 2f delay High crush 12~ | |
3,2 | m, m | 12, 12 | ,i22 | -12 | +1 | Interrupt with i1 from 1st block | |
f+2,1 | h, M | 18, 21 | ,i26~27 | -12 | +17a (+10) | * Tornado * Weapon * Combo from 1st CH with 1f delay | |
f+2,NSS.1 | h, m | 18, 21 | ,i26~27 | -12 | +17a (+10) | * Tornado * Combo from 1st CH | |
f+1+2 | M | 23 | i20 | -12 | +8a (-1) | * Heat Engager * Heat Dash +62a (+42), +5 * Balcony Break * Weapon * 4 chip damage on block * 29 damage and extended range in NSS or Heat | |
df+1,2,1 | m, h, M | 14, 16, 19 | ,i26~27 | -12 | +17a (+10) | * Tornado * Weapon * Combo from 2nd CH with 1f delay | |
df+1,2,NSS.1 | m, h, M | 14, 16, 19 | ,i26~27 | -12 | +17a (+10) | * Tornado * Combo from 2nd CH | |
df+1,4 | m, m | 14, 17 | ,i17 | -12 | +4 | * Jail from 1st attack with 2f delay * 2nd hit can whiff at certain ranges, -20 on whiff | |
d+2,2 | M, m | 12, 17 | ,i22~23 | -12 | +7g | +28a (+22) | * Weapon * Combo from 1st hit with 13f delay * Input can be delayed 16f * Move can be delayed 10f * In 1SS Enter NSS r31 with B |
d+2,2,NSS.d+1 | M, m, m | 12, 17, 17 | ,i29~30 | -12 | +2c | +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 | +2c | +42a | * Spike * Weapon * Input can be delayed 10f * Move can be delayed 9f * Last hit has shorter range and no Weapon property in NSS |
db+4 | L | 14 | i17 | -12 | -1 | ||
ws1,2,1 | m, h, M | 12, 18, 21 | ,i26~27 | -12 | +17a (+10) | * Tornado * Weapon * Combo from 2nd CH | |
ws3,2 | m, m | 12, 20 | ,i32 | -12c | +0a | * Spike * Weapon * Combo from 1st hit | |
FLE.2 | L | 20 | i24~28 | -12~-8 | +30a | * Side switches on close hit * Can combo to ws4 on no side switch <div class="plainlist"> * fs1~ * High crush 6~</div> | |
KIN.1 | m | 10 | i17 | -12 | -1 | * Spike * Weapon * Deals 2 chip damage in NSS | |
KIN.b+2,1 | m, M | 15, 19 | ,i23~24 | -12 | +30a (+20) | * Tornado * Weapon * Combo from 1st hit | |
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 | +29a (+14) | * Weapon * Combos from any hit * 14 chip damage on block * Powers in NSS or Heat | |
NSS.f+1+2 | M | 29 | i20 | -12 | +8a (-1) | * Heat Engager * Heat Dash +62a (+42), +5g * Balcony Break * Weapon * 8 chip damage on block * Recovers 4 base health on hit * Extended range | |
4 | h | 12 | i12~13 | -11 | +0 | +20a (+10) | Balcony break on airborne hit |
db+1 | L | 12 | i26~28 | -11~-9 | +4~+6 | 7~+9 | Unavailable in NSS High crush 8~ |
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 * Cancel to [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-b+3,3,3,3,3,3|Spinning Evade]] -5 -16 r25 with b+3_b+4 | |
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 | |
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 | |
b+2,NSS.2 | m, h | 12, 18 | ,i22~23 | -10 | +0 | * Heat Engager * Heat Dash +36a (+26), +5 * Combo from 1st with 1f delay * Combo from 1st CH with 7f delay * Input can be delayed 14f | |
ws1 | m | 12 | i14~15 | -10 | +1 | +6 | |
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 any hit * Floor break on all hits * Sometimes combos into FLE.n Low crush 1~ | |
1,1 | h, m | 5, 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 * [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-1,NSS.1|Power up]] in NSS or Heat |
1,NSS.1 | h, m | 5, 22 | ,i23 | -9 | +16a | +52a | * Balcony Break * Spike * Weapon * Combo from 1st hit with 1f delay * Input can be delayed 3f * Interrupt with i4 from 1st block * 11 chip damage on block * Recovers 4 base health on hit |
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 | |
3 | m | 12 | i15~16 | -9 | +5 | ||
f+3 | h | 24 | i16~17 | -9 | +17a (+8) | * Homing * Balcony Break | |
df+3,1 | m, M | 10, 20 | ,i23~24 | -9 | +4c | +6a | * Spike * Weapon * Combo from 1st hit * 4 chip damage on block * [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-df+3,NSS.1|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 | +16a | +52a | * Spike * Weapon * Combo from 1st hit * Recovers 4 base health on hit * 12 chip damage on block * Input can be held to transition to d+1* |
d+1 | M | 15 | i24~25 | -9 | +1c | +6a | * Spike * Weapon * 4 chip damage on block * [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-NSS.d+1|Power up]] in NSS or Heat |
d+2 | M | 12 | i16~17 | -9 | +0 | Weapon | |
d+2,1 | M, h | 12, 23 | ,i27~28 | -9 | +17a (+8) | * Balcony Break * Weapon * Combo from 1st hit with 8f delay * Input can be delayed 16f * Move can be delayed 10f | |
d+2,2,1 | M, m, h | 12, 17, 20 | ,i19~20 | -9 | +8a (-1) | * Balcony Break * 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 | +8a (-1) | * Balcony Break * Input can be delayed 10f * Move can be delayed 9f | |
d+2,NSS.1 | M, h | 12, 18 | ,i27~28 | -9 | +10g | * Balcony Break * Combo from 1st hit with 8f delay * Input can be delayed 16f * Move can be delayed 10f | |
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 | |
b+2 | m | 12 | i14~15 | -9 | +2 | Enter KIN r27 with n,1+2 | |
uf+4 | m | 21 | i20~22 | -9 | +22a | * Homing * Balcony Break * Spike <div class="plainlist"> * Low crush 9~32 * fs33~35</div> | |
uf+3+4,1,4,1 | M, h, m, M | 20, 8, 15, 15 | ,i24~25 | -9 | +1c | +6a | * Spike * Weapon * 4 chip damage on block * [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-NSS.d+1|Power up]] in NSS or Heat |
uf+3+4,1,4,NSS.1 | M, h, m, M | 20, 8, 15, 24 | ,i24~25 | -9 | +16a | +52a | * Balcony Break * Spike * Weapon * Can transition to d+1*,n * 12 chip damage on block * Recovers 4 base health on hit |
f,F+2 | m | 15 | i15 | -9 | +4 | * Elbow * Cannot be buffered * Increased pushback on CH | |
SS.1 | m | 21 | i17~18 | -9 | +2 | +27a (+17) | Sidestep adds minimum 9f, effective startup i26~27 |
KIN.1,1 | m, m,m | 10, 5,15 | ,i23~24 i14~15 | -9 | +7c | * Spike * Weapon * Combo from 1st hit with 2f delay * [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-KIN.1,NSS.1|Power up]] in NSS or Heat | |
KIN.b+2 | m | 15 | i15~16 | -9 | +2 | Weapon | |
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 | +29a (+14) | * Weapon * Combos from any hit * 21 chip damage on block * Recovers 8 base health on hit | |
NSS.d+1 | M | 24 | i24~25 | -9 | +16a | +52a | * Spike * Weapon * Recovers health on hit * 12 chip damage on block * Input can be held to transition to d+1* |
WFL.4 | L | 15 | i23~24 | -9 | +12c | +20a | FLE step takes 19 frames, effective startup i42~43 <div class="plainlist"> * Low crush 1~12 * High crush 12~ * fs13~</div> |
1+2+3 | m | 0 | i22~40 | -8~+10g | +0~+18 | +16~+34 | * Weapon * Can hit grounded when up-close and off-axis |
db+3,3,3,3,3,4 | l, l, l, l, l, m | 8, 7, 7, 5, 5, 15 | ,i12~13 | -8 | +23a (+13) | * Balcony Break * Enter KIN -6 +25a (+15) r21 with 1+2 * Enter NSS -6 +25a (+15) r24 with B * Same animation as ws4 * Can be performed following any number of db+3 lows except the first one | |
ub+1+2 | M | 25 | i24~25 | -8c | +27a (+17) | * Balcony Break * Weapon * 5 chip damage on block * [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-NSS.ub+1+2|Power up]] in NSS or Heat | |
f,F+1+2 | m | 22 | i22~24 | -8 | +3c | * Spike * Cannot be buffered * Visually similar to [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-f,F+3+4|f,F+3+4]] <div class="plainlist"> * Low crush 10~21 * fs22~24 * Low crush 25~29 * fs30~32</div> | |
FLE.1+2 | h | 20 | i18~19 | -8 | +31a (+21) | * Tornado * Head High crush 6~17 | |
IND.2 | m | 7 | i39~43 | -8~-5 | +2~+6 | * Links to db+2 extensions * Greater forward momentum than a standing db+2 High crush 1~ fs1~ | |
NSS.IND.1 | M | 15 | i48~51 | -8c | +5a | * Spike * Same animation as the ending of [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-NSS.qcf+1|NSS.qcf+1]] <div class="plainlist"> * Low crush 30~52 * fs53~55</div> | |
NSS.qcf+1 | M | 30 | i53~56 | -8c | +5a | * Spike * Can be buffered * Can be performed in FC <div class="plainlist"> * Low crush 10~55 * fs56~58</div> | |
NSS.ub+1+2 | M | 30 | i24~25 | -8c | +16a (+6) | * Balcony Break * Weapon * 15 chip damage on block * Clean hit 39 damage * Recovers 4 base health on hit * -12c if blocked at tip range | |
df+2 | m | 13 | i15~16 | -7 | +34a (+24) | * +4s against crouching * Launches crouching on CH | |
df+4 | m | 15 | i12 | -7 | +4 | ||
BT.1,3 | h, h | 16, 25 | ,i25~26 | -7 | +27a (+17) | * Balcony Break * Combo from 1st CH | |
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> | |
f+3,4 | h, m | 24, 20 | ,i23~24 | -6 | +37a (+23) | * Knee * 18f delay after 1st attack * Interrupt with i17 from 1st block <div class="plainlist"> * ,Low crush 22~29 * fs30~32</div> | |
ub+1 | m | 15 | i24~25 | -6~-5 | +3c~+4c | * Spike * Weapon <div class="plainlist"> * Low crush 9~27 * fs28~30</div> | |
f,F+4 | m | 20 | i15~16 | -6 | +37a (+23) | * Balcony Break * Knee * Cannot be buffered * -12 if Yoshimitsu holds back to turn around and block <div class="plainlist"> * Low crush 13-21 * fs22-24</div> | |
ws2,NSS.1 | m, h | 13, 16 | ,i23 | -6 | +5 | * Elbow * Combo from 1st hit | |
ws3 | m | 12 | i16 | -6 | +3 | ||
ws4 | m | 14 | i11~12 | -6 | +5 | * Enter KIN r24 with 1+2 * Enter NSS r24 with B | |
IND.3+4 | m,m | 6,22 | i17~18 i10~11 | -6 | +3 | * Homing * Enter DGF r18 with 1SS.U <div class="plainlist"> * Low crush 12-37 * fs38-40</div> | |
KIN.1+2 | m,m,m,m | 4,4,4,24 | i12~13 i6~7 i7~8 i11~13 | -6 | +11a | * Spike * Weapon * Combos from any hit * Despite being i12, it always connects on i13 after f,F+3,1+2 on hit <div class="plainlist"> * Low crush 25~39 * fs40~42</div> | |
NSS.ub+1 | m | 19 | i25~26 | -6~-5 | +3c~+4c | Spike <div class="plainlist"> * Low crush 9~27 * fs28~30</div> | |
2,NSS.1 | h, h | 10, 5,15 | ,i23~24 i18 | -5 | +19a | * Balcony Break * Combo from 1st hit * Jail from 2nd attack | |
f+2,db+2 | h, m | 18, 8 | ,i15 | -5 | +6 | Link to db+2 extensions | |
df+1,2,db+2 | m, h, m | 14, 16, 7 | ,i15 | -5 | +6 | * Links to db+2 extensions | |
db+2 | m | 8 | i15 | -5 | +6 | ||
u+1 | m | 17 | i24~25 | -5 | +4c | * Spike * Weapon <div class="plainlist"> * Low crush 9~27 * fs28~30</div> | |
ws1,2,db+2 | m, h, m | 12, 18, 8 | i15 | -5 | +6 | Links to db+2 extensions | |
FC.d+1 | sl | 5 | i10 | -5 | +6 | * Transition to r25? with f * Transition input can be delayed 16f High crush 1~ | |
BT.1,2 | h, m | 16, 18 | ,i25 | -5 | +5 | +63a | * Balcony break on airborne hit * Elbow * Combo from 1st CH |
KIN.f+1 | M,M,M | 6,6,10 | i19~20 i6~7 i7~8 | -5 | -2 | * Weapon * Combos from any hit * 8 chip damage on block * Powers in NSS or Heat | |
NSS.KIN.f+1 | M,M,M | 6,6,12 | i19~20 i6~7 i7~8 | -5 | +18a (+11) | * Weapon * Combos from any hit * 12 chip damage on block * Recovers 4 base health on hit | |
NSS.db+1 | sl | 5 | i10 | -5 | +6 | * Transition to r24 with f High crush 4~ | |
NSS.u+1 | m | 21 | i25~26 | -5 | +4c | Spike <div class="plainlist"> * Low crush 9~27 * fs28~30</div> | |
4,4 | h, h | 12, 12 | ,i24~25 | -4 | -2 | * Combo from 1st hit with 4f delay | |
4,4,4 | h, h, h | 12, 12, 20 | ,i24~25 | -4 | +18a (+9) | * Balcony Break * Combo from 2nd CH with 4f delay | |
f+2 | h | 18 | i17~18 | -4 | +14g | +39a | Balcony Break |
df+1 | m | 14 | i13 | -4 | +5 | ||
df+1,2 | m, h | 14, 16 | ,i25~26 | -4 | +14g | +39a | * Balcony Break * Combo from 1st CH with 2f delay |
df+3 | m | 10 | i17~18 | -4 | +4 | ||
uf+1 | m | 20 | i24~25 | -4 | +5c | +50a | * Spike * Weapon <div class="plainlist"> * Low crush 9~27 * fs28~30</div> |
uf+3+4,3 | M, M,M | 20, 10,10 | ,i39~42 i3~6 | -4c~-1c | +27a | * Spike * Floor break occurs on 3rd hit * Evades mid attacks from frames ?-? <div class="plainlist"> * ,Low crush 11~42 * fs43~45</div> | |
f,F+3 | m | 20 | i23~24 | -4 | +5 | * Enter KIN r25 +3 +12 with 1+2 * Cannot be buffered | |
ws1,2 | m, h | 12, 18 | ,i25~26 | -4 | +14g | +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 |
ws2 | m | 13 | i15~16 | -4 | +7 | Balcony break or airborne hit | |
FC.d+2 | sl | 8 | i11 | -4 | +5 | High crush 1~ | |
BT.2 | h | 18 | i16~17 | -4 | +14g | +39a | * Balcony Break * Links to f+2 extensions |
DGF.4 | m | 24 | i18~20 | -4 | +14g | * Heat Engager * Heat Dash +62a (+42), +5 * Balcony Break Low crush 1~19 | |
NSS.uf+1 | m | 24 | i25~26 | -4 | +5c | +15a | Spike <div class="plainlist"> * Low crush 9~27 * fs28~30</div> |
uf+1+3,d | M | 25 | i55~56 | -3 | +34a | * Spike * Weapon * 10 chip damage on block * Input during frames 1-31 of uf+1+2 <div class="plainlist"> * Low crush 9~52 * fs53~55</div> | |
ws2,1 | m, m | 13, 14 | ,i27~28 | -3a | +36a (+26) | * Weapon * Combo from 1st hit with 1f delay | |
BT.1 | h | 16 | i15 | -3 | +8 | Elbow | |
BT.3 | m | 20 | i24~26 | -3 | +11a | Spike <div class="plainlist"> * Low crush 6~29 * fs30~32</div> | |
KIN.2,NSS.1+2 | m, M | 15, 30 | i32~34 | -3 | +15a | * Balcony Break * Spike * Weapon * 9 chip damage on block * Recovers 7 base health on hit | |
1+3 | t | 35 | i12~14 | -3 | +1d | * Homing * Throw break 1 or 2 | |
Left Throw | t | 45 | -3 | +0d | * Throw break 1 * Side switch on hit | ||
Right Throw | t | 40 | -3 | -3d | Throw break 2 | ||
DGF.1 | M | 22 | i30~31 | -2c | +10a | +46a | * Spike * Weapon * 11 chip damage on block * [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-H.DGF.1|Power up]] in Heat * Partially uses remaining Heat time Low crush 1~27 |
DGF.f+1+2 | h,h,h | 10,10,20 | i16~17 i11~12 i11~12 | -2 | +18a (+9) | * Homing * Balcony Break * Weapon * Jail from 1st attack * 12 chip damage on block * [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-H.DGF.f+1+2|Power up]] in Heat Low crush 1~65 | |
2 | h | 10 | i11 | -1 | +5 | +8 | |
2,2 | h, h | 10, 18 | ,i24 | -1 | +15g | * Tornado * Balcony break on airborne hit * Combo from 1st hit with 1f delay * Enter KIN with 1+2 * Transition to NSS on hit or block only | |
uf+1+3>d | M | 30 | i83~84 | -1 | +34a | * Spike * Weapon * 12 chip damage on block * Input during frames 35-60 of uf+1+2 <div class="plainlist"> * Low crush 9~80 * fs81~83</div> | |
uf+3+4,1 | M, h | 20, 8 | ,i16~18 | -1 | -43 | * On hit, transitions to r49 backward jump automatically * Combo from 1st hit vs grounded * Combo from 1st hit | |
KIN.1,NSS.1 | m, m,m | 10, 5,20 | ,i23~24 i14~15 | -1 | +37a (+29) | * Balcony Break * Spike * Weapon * Combo from 1st hit with 2f delay * 4 chip damage on block * Recovers 4 base health on hit | |
KIN.f+2 | h | 25 | i12~13 | -1 +11w | +9a (+0) | * Heat Engager * Heat Dash +34a (+27), +5 * Homing * Balcony Break * Weapon * Wall Crush on block, +11g minimum | |
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 <div class="plainlist"> * ,Low crush 10~32 * fs33~35</div> | |
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 <div class="plainlist"> * Low crush 10~55 * fs56~58</div> | |
ws1,1,1,1 | m, h, h, m | 12, 12, 12, 25 | ,i25~26 | +0c | +6c | * Spike * Combos from 3rd CH with 5f delay * Input can be delayed 12f | |
KIN.4 | h | 23 | i16~17 | +0 | +20a (+11) | +49a | * Homing * Balcony Break * Enter KIN +3 +23a (+14) r26 with 1+2 * Enter MED -1 +19a (+10) r28 with 3+4 |
2+4 | t | 35 | i12~14 | +0 | +1 | * Homing * Floor Break * Throw break 1 or 2 * Side switch on hit | |
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 | |
2+3 | m | [12;12] | i16 | +1 | +2c | * Heat Burst * Cancel to r45 with b,b * 3 chip damage on block * 12 chip damage on hit * Only deals recoverable damage * Cannot cause a K.O. <div class="plainlist"> * Power crush 7~62 * On cancel: fs12~20 Low crush 21~29 fs30~32</div> | |
1 | h | 5 | i10 | +1 | +8 | Recovers 2f faster on hit or block (t27 r17) | |
1+2,P | M,M | 10,12 | i15~18 i3~6 | +1c~+4c | +14a | <div class="plainlist"> * is1~20 * Low crush 11~42 * fs43~45</div> | |
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 |
u+3+4 | M,M | 10,12 | i39~42 i3~6 | +1c~+4c | +24a | * Spike * Floor break occurs on 2nd hit * Evades some mid attacks from frames ?-? * Yoshimitsu becomes invisible on frames 15~30 but can still be floated * -1 if the 2nd hit whiffs <div class="plainlist"> * Low crush 11~42 * fs43~45</div> | |
H.DGF.1 | M | 26 | i30~31 | +2 | +46a | * Spike * Weapon * 18 chip damage on block * Recovers 4 base health on hit Low crush 1~27 | |
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 | |
MED.3 | m,M | 15,15 | i17~28 i28~39 | +2~+13 | +43a | * Spike * BT.d+3 is guaranteed on meaty block * 1st hit only connects if the opponent is close enough <div class="plainlist"> * Low crush 14~41 * fs42~44</div> | |
H.DGF.f+1+2 | h,h,h | 10,10,20 | i16~17 i11~12 i11~12 | +4 | +18a (+9) | * Homing * Balcony Break * Weapon * 17 chip damage on block * Recovers 4 base health on hit Low crush 1~65 | |
H.2+3 | M,m,m,m | 51 | i18~19 | +4 | -3d | * Heat Smash * Reversal Break * Balcony Break * Recovers 4 base health on hit * Enter DGF +10 r29 with U on block * Transition to attack throw after 1st hit * 14 chip damage on block * Jail from 1st attack * Ends Heat <div class="plainlist"> * Low crush 68~89 * fs90~92</div> | |
B+1,1 | h, h | 8, 9 | ,i11~12 | +4 | +5 | +10 | 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 | +10 | 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 | +10 | 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 | +10 | Can transition to [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-b+3,3,3,3,3,3|Spinning Evade]] with b+3 or b+4 |
DGF.2 | h | 15 | i16~18 | +4 | +13s | 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 <div class="plainlist"> * Low crush 1~37 * fs38~40</div> | |
NSS.u+1+2 | L | 18 | i27~29 | +4 | +20g | * Spike * Can't be low parried * Opponent recovers crouching <div class="plainlist"> * Low crush 9~24 * fs25~</div> | |
f,f,F+3 | M | 30 | i22~23 | +5g | +13a (+3) | * Balcony Break * 9 chip damage on block * Enter DGF +7 +15a (+5) r34 with 1SS.U <div class="plainlist"> * Low crush 3~33 * fs34~36</div> | |
3,1 | m, h | 12, 22 | ,i22~24 | +7 | +18g | * Heat Engager * Heat Dash +62a (+42), +5 * Balcony Break * Weapon * Combo from 1st hit * 4 chip damage on block * Does not transition to DGF during Heat activation or Heat Dash * [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-3,NSS.1|Power up]] in NSS or Heat * Recovers in 1SS ,Low crush 26~ | |
3,NSS.1 | m, h | 12, 25 | ,i22~24 | +7 | +18g | * Heat Engager * Heat Dash +62a (+42), +5 * Balcony Break * Weapon * Combo from 1st hit * 7 chip damage on block * Recovers 4 base health on hit * Does not transition to DGF during Heat Dash * Recovers in 1SS ,Low crush 26~ | |
DGF.f+2 | h | 23 | i20~21 | +7 | +19a (+10) | +64a (+44) | * Homing * Balcony Break * Weapon Low crush 1~ |
KIN.2,NSS.1+2* | m, M | 15, 30 | ,i47~49 | +14 | +69a (+49) | * Balcony Break * Spike * Weapon * Guard Break * 12 chip damage on block * Recovers 2 base health on hit * +26d (+26) on airborne 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.1~1 | h, h, m, h, m, h! | 12, 12, 5, 6, 30, 40 | ,i20~105 | -49a (-75) | * Balcony Break * Cancel early to r30 with B | ||
1+2 | * Can recover to r17 FC with D * Strong Attack Reversal: parries all highs or mids, except throws, unblockables and charge moves Parry state 3~9 | ||||||
3+4 | Yoshimitsu recovers in BT | ||||||
d+1*(1),n | M! | 20 | i55~56 | +4c | +6a | * Spike * Weapon * Slowly realigns while charging * Can be canceled with b* | |
d+1*(2),n | M! | 25 | i99~100 | +4c | +6a | * Spike * Weapon * Slowly realigns while charging * Can be canceled with b* | |
d+1*(3),n | M! | 30 | i130~131 | +4c | +6a | * Spike * Weapon * Slowly realigns while charging * Can be canceled with b* | |
d+1*(4),n | M! | 40 | i179~180 | +16a | +52a | * Spike * Weapon * Slowly realigns while charging * Can be canceled with b* | |
d+1*(5),n | M! | 60 | i214~215 | +16a | +52a | * Spike * Weapon * Slowly realigns while charging * Can be canceled with b* | |
d+1*(6),n | M! | 180 | i249~250 | +16a | +52a | * Spike * Weapon * Slowly realigns while charging * Can be canceled with b* | |
d+1+2 | * Unavailable in NSS <div class="plainlist"> * Low crush 8~17 * fs18~20</div> | ||||||
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 | ||
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 <div class="plainlist"> * High crush 6~ * fs6~</div> | ||||||
DB+1+2 | * Continues as long as DB is held * Transition to r25 releasing db High crush 11~ | ||||||
b+3 | * 8 self-damage | ||||||
b+3,3 | * 10 self-damage * 18 self-damage in total | ||||||
b+3,3,3 | * 5 self-damage * 23 self-damage in total | ||||||
b+3,3,3,3 | * 5 self-damage * 28 self-damage in total | ||||||
b+3,3,3,3,3 | * 5 self-damage * 33 self-damage in total | ||||||
b+3,3,3,3,3,3 | * 5 self-damage * 38 self-damage in total | ||||||
b+1+2 | High crush 8~50 | ||||||
ub+1+3 | m! | 40 | i50~52 | -24 | * Weapon * Punishable on close hit with FUFT.3 | ||
ub+1+3,1+2 | m!, h! | 40, 18 | ,i18~19 | +1~+2 | +45a | * Spike * Weapon | |
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 during cancel | ||
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~ | ||||||
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 * Becomes a [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-NSS.uf+1+3|different move]] in NSS <div class="plainlist"> * Low crush 9~110 * fs111~113</div> | ||
uf+1+3,b | M! | 35 | i93~94 | +24a | * Spike * Weapon * Cancel to r27 DGF with 1+2 * Input during frames 1-31 of uf+1+2 * Yoshimitsu will recover BT if the opponent is far <div class="plainlist"> * Low crush 9~90 * fs91~93</div> | ||
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 * Cannot be buffered * Poor hitbox, will go over crouching opponents sometimes | ||
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 (frames 13~15) * After hit, enter IND r20 with d+3+4 | |||
f,F+1+4 | m! | 60 | i45 | -65a | * Weapon * Cannot be buffered * 60 self-damage during 1st recovery frame * NSS.f,F+1+4 will always cancel into [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-f,F+1+4,n|Confusion]] * Dealing lethal damage will award the victory to Yoshimitsu * Holding any direction will trigger the attack, not just forward | ||
f,F+1+4,F | m!, m! | 60, 185 | ,i35~37 | -60a | * Weapon * 185 self-damage during 1st recovery frame * Dealing lethal damage will award the victory to Yoshimitsu | ||
f,F+1+4,n | m! | 60 | |||||
ws2,NSS.1,2 | m, h | 13, 16 | * Balcony break on airborne hit * Elbow * Combo from 2nd CH | ||||
ws2,NSS.1,3 | m, h | 13, 16 | * Balcony Break * Combo from 2nd CH | ||||
FC.DF+1 | l! | 12 | i26 | +70a (+54) | * Weapon High crush 1~34 | ||
BDS.1 | h! | 25 | i21~40 | +32a | |||
DGF.1+2 | <div class="plainlist"> * Low crush 1~27 * fs28~30</div> | ||||||
DGF.3+4 | h!,t | 17,18 | i20~21 | +0 | * Floor Break * Transitions to attack throw on front hit (air hit OK) * Attack throw recovers standing Low crush 1~ | ||
DGF.d+3+4 | <div class="plainlist"> * Low crush 1~27 * fs28~ * High crush 31~</div> | ||||||
DGF.f | realigns with opponent, creates distance Low crush 1~ | ||||||
FLE.1 | <div class="plainlist"> * fs1~25 * High crush 26~</div> | ||||||
FLE.3 | * Evades like a sidestep 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) <div class="plainlist"> * Low crush 1~4 * fs5~15 * Low crush 16~</div> | ||||||
FLE.d | M | 0 | i10 | +31a (+24) | * 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 | <div class="plainlist"> * Low crush 1~12 * fs13~15</div> | ||||||
FLE.d+3+4 | <div class="plainlist"> * Low crush 1~16 * High crush 16~30 * fs17~</div> | ||||||
FLE.f | * In WFL from frames 20-50 * Cancel into FLE.f,f with f within 19 frames Low crush 1~ | ||||||
FLE.f+2 | |||||||
FLE.uf | m! | 21 | i30~45 | +30a (+20) | * Balcony Break Low crush 1~ | ||
FLE.u+1+2 | Low crush 1~ | ||||||
FUFT.d+3+4 | fs1~ | ||||||
IND.1 | M! | 15 | i53~55 | +0c~+2c | * Spike * Weapon * Same animation as the ending of [[Yoshimitsu movelist (Tekken 8)#Yoshimitsu-qcf+1|qcf+1]] <div class="plainlist"> * Low crush 30~52 * fs53~55</div> | ||
IND.1+2 | Unavailable in NSS <div class="plainlist"> * Low crush 1~27 * fs28~30</div> | ||||||
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~ fs1~ | ||||||
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 <div class="plainlist"> * fs1~50</div> | ||||||
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 <div class="plainlist"> * High crush 1~ * fs1~</div> | ||||||
IND.u | * Evasive, can go under some attacks if timed fs1~29 | ||||||
IND.u+1+2 | Unavailable in NSS Low crush 1~ | ||||||
KIN.b+1+2 | m! | 25 | i46 | +6a | * Weapon * Backswing blow * Unavailable in NSS * Move is delayed by 5f | ||
KIN.f | High crush 5~25 | ||||||
KIN.u+1+2 | Can be counterhit Low crush 14~ | ||||||
MED.1+2 | m! | 10 | i30~34 | -1a | Recovers 12 base health | ||
MED.3+4 | |||||||
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) | ||||||
NSS.BT.d+1 | l | 15 | Yoshimitsu remains in NSS | ||||
NSS.b,B+1+4 | m! | 40 | i65~70 | -3a (-12) | +29a (-18) | Balcony Break | |
NSS.b+1+2 | High crush 8~50 | ||||||
NSS.d+1+2 | <div class="plainlist"> * High crush 7~ * fs7~</div> | ||||||
NSS.d+1+4 | Yoshimitsu is invisible on frames 50~64, but can still be hit | ||||||
NSS.ub+1+3 | m! | 50 | i51~65 | -23 | * Punishable on close hit with FUFT.3 | ||
NSS.ub+1+3,n+1 | m!, h! | 50, 40 | ,i20~105 | -49a (-75) | * Balcony Break * Cancel to r94 with B on frame 64 | ||
NSS.uf+1+3 | <div class="plainlist"> * Low crush 9~35 * fs36~38</div> | ||||||
Back Throw | t | 50 | +1d | * Floor Break * Unbreakable | |||
qcb,f+2 | t | 0 | i15~16 | +0 | * Unbreakable * Opponent recovers 26 health * Yoshimitsu loses 35 health |