Tekken 8 — Characters
Yoshimitsu – Frame Data
Yoshimitsu is a wildcard who trades solid neutral for an arsenal of panic tools, keepout, and setups. He dictates the pace by making you respect his spins, flash, and long-range pokes, then drags you into his own chaotic style of Tekken.
Normal Moves
| Command | Hit Level | Damage | Startup | Block | Hit | CH | Active | Notes | Transitions |
|---|---|---|---|---|---|---|---|---|---|
| Heat Burst 2+3 › | m | [12;12] | i16 | +1 | +2c | 1 | Heat BurstCancel to r45 with b,b on frame 422 chip damage on block12 chip damage on hitOnly deals recoverable damageCannot cause a K.O.Power crush 7~62Oncancel:Floating state 12~20Low crush 21~29Floating state 30~32 | ||
| Jab 1 › | h | 5 | i10 | +1 | +8 | 1 | Recovers 2f faster on hit or block (t27 r17) | ||
| Naguri Kabuto Wari 1,1 › | h, m | 5, 19 | i10, i23 | -9 | +4c | 1,1 | Floor BreakWeaponCombo from 1st hit with 1f delayMove can be delayed 3fInterrupt with i4 from 1st block3 chip damage on blockPower up in NSS or Heat | ||
| 1,NSS.1 › | h, m | 5, 22 | i10, i23 | -9 | +22a (+17) | 1,1 | Floor BreakWeaponCombo from 1st hit with 1f delayInput can be delayed 3fInterrupt with i4 from 1st block8 chip damage on blockRecovers 1 base health or 6 additional recoverable health on hitRecovers 1 base health when remaining recoverable health is 5 or less1,H.1: Consumes 90F of remaining Heat time | ||
| Right Jab 2 › | h | 10 | i11 | -1 | +5 | +8 | 1 | ||
| Seiken Douharai 2,1 › | h, m | 10, 23 | i11, i26~27 | -9 | +12a | 1,2 | Balcony BreakWeaponCombo from 1st CH with 1f delayMove cannot be delayedCancel to -12 -6 r30 with BInterrupt with i8 from 1st blockReplaced by a different move in NSS | ||
| Mushibami 2,2 › | h, h | 10, 18 | i11, i24 | -1 | +15g | 1,1 | TornadoBalcony Break (airborne)Combo from 1st hit with 1f delayMove cannot be delayedEnter KIN r25 with 1+2Transitions to NSS on hit or block onlyRecovers 2f faster on hit or blockInterrupt with i5 from 1st blockHit vs BT +20a (+11) | KIN | |
| PK Combo 2,3 › | h, h | 10, 24 | i11, i26~27 | -10 | +16a (+7) | 1,2 | Balcony BreakCombo from 1st CH with 2f delayMove can be delayed 5f | ||
| Karakuri Uzumaki 2,NSS.1 › | h, h | 10, 5,15 | i11, i23~24i18 | -5 | +19a | 1,2,1 | Balcony BreakCombo from 1st hitJail from 2nd attack | NSS | |
| PDK Combo 2,d+3 › | h, L | 10, 11 | i11, i22 | -12 | -1 | 1,1 | Combo from 1st hit with 2f delayInput can be delayed 2fMove cannot be delayedHigh crush 10~ | FC | |
| Enma 3 › | m | 12 | i15~16 | -9 | +5 | 2 | |||
| Enma's Flame 3,1 › | m, h | 12, 20 | i15~16, i22~24 | +7 | +18g | 2,3 | Heat EngagerHeat Dash +5, +62a (+42)Balcony BreakWeaponCombo from 1st hit4 chip damage on blockDoes not transition to DGF during Heat activation or Heat DashPower up in NSS or HeatRecovers in 1SSLow crush 26~ | DGF,DGF | |
| 3,2 › | m, m | 12, 12 | i15~16, i22 | -12 | +1 | 2,1 | Interrupt with i1 from 1st block | ||
| Enma's Cleansing Sword 3,2,1+2 › | m, m, M | 12, 12, 26 | i15~16, i22, i26~27 | -14c | +20a (+10) | 2,1,2 | Balcony BreakWeaponCombo from 2nd hit with 4f delayInput can be delayed 10fMove can be delayed 9fInterrupt with i7 from 2nd block5 chip damage on blockPower up in NSS or Heat | ||
| Enma's Soul Blade 3,2,NSS.1+2 › | m, m, M | 12, 12, 27 | i15~16, i22, i26~27 | -14c | +20a (+10) | 2,1,2 | Balcony BreakWeaponCombo from 2nd hit with 4f delayInput can be delayed 10fMove can be delayed 9f10 chip damage on blockClean hit 35 damageRecovers 1 base health or 6 additional recoverable health on hitRecovers 1 base health when remaining recoverable health is 5 or less3,2,H.1+2: Consumes 180F of remaining Heat time | ||
| 3,NSS.1 › | m, h | 12, 22 | i15~16, i22~24 | +7 | +18g | 2,3 | Heat EngagerHeat Dash +5, +62a (+42)Balcony BreakWeaponCombo from 1st hit6 chip damage on blockRecovers 1 base health or 6 additional recoverable health on hitRecovers 1 base health when remaining recoverable health is 5 or lessDoes not transition to DGF during Heat DashRecovers in 1SS3,H.1: Consumes 90F of remaining Heat timeLow crush 26~ | DGF,DGF | |
| Tobi Ushiwaka 3~4 › | m,m | 6,22 | i17~18i28~29 | -6 | +3 | 2,2 | Jail from 1st attackEnter DGF +5 +14 r18 with 1SS.UCannot transition after frame 29Low crush 12-37Floating state 38-40 | DGF | |
| Magic 4 4 › | h | 16 | i12~13 | -11 | +0 | +20a (+10) | 2 | Balcony Break (airborne) | |
| Double Roundhouse 4,4 › | h, h | 16, 16 | i12~13, i24~25 | -4 | +4 | 2,2 | Combo from 1st hit with 4f delayMove cannot be delayed | ||
| 4,4,2 › | h, h, m | 16, 16, 5 | i12~13, i24~25, i30~31 | -22 | -12 | 2,2,2 | Yoshimitsu recovers sideturned on block | BT | |
| Wheel of Arrows 4,4,2,2 › | h, h, m, h | 16, 16, 5, 6 | i12~13, i24~25, i30~31, i22~23 | -24 | -13b | 2,2,2,2 | Combo from 3rd hit | ||
| Wheel of Arrows > Sword Stab 4,4,2,2,1 › | h, h, m, h, m! | 16, 16, 5, 6, 30 | i12~13, i24~25, i30~31, i22~23, i67 | -18 | 2,2,2,2,1 | Weapon | |||
| Wheel of Arrows > Sword Poke Windmill 4,4,2,2,1~1 › | h, h, m, h, m!, m! | 16, 16, 5, 6, 30, 22 | i12~13, i24~25, i30~31, i22~23, i28~113 | -58 | 2,2,2,2,86 | WeaponCancel early to r26 with B (earliest cancel -12a)Possible to double-hit | |||
| 4,4,2,2,NSS.1 › | h, h, m, h, m | 16, 16, 5, 6, 30 | i12~13, i24~25, i30~31, i22~23, i67 | -54 | -17a | 2,2,2,2,1 | NSS | ||
| 4,4,2,2,NSS.1~1 › | h, h, m, h, m, h! | 16, 16, 5, 6, 30, 40 | i12~13, i24~25, i30~31, i22~23, i20~105 | -49a (-75) | 2,2,2,2,86 | Balcony BreakCancel early to r30 with B | NSS | ||
| Triple Roundhouse Combo 4,4,4 › | h, h, h | 16, 16, 20 | i12~13, i24~25 | -4 | +18a (+9) | 2,2 | Balcony BreakCombo from 2nd CH with 4f delayMove cannot be delayed | ||
| Kangaroo Kick 4~3 › | m | 25 | i25~26 | -13 | +52a (+42) | 2 | TornadoEvasive, can go under some midsHigh crush 4~22Floating state 10~50 | ||
| Kincho 1+2 › | Transition to r17 FC with DStrong Attack Reversal: parries all highs or mids, except throws, unblockables and charge movesParry state 3~9 | FC,KIN | |||||||
| Guillotine Crow Trap 1+2,P › | M,M | 10,12 | i15~18i3~6 | +1c~+4c | +14a | 4,4 | is1~20Low crush 11~42Floating state 43~45 | ||
| Spirit Shield 1+2+3 › | m | 0 | i22~40 | -8~+10g | +0~+18 | +16~+34 | 19 | WeaponCan hit grounded when up-close and off-axis | |
| Soul Stealer 1+4 › | m | 20 | i6~9 | -20 | +14c | 4 | Weapon70% proration on standing hitRecovers 12f faster on hitHit vs BT +11d (FDFT)Power up in NSS or HeatCan be done from Crouch Level 1 | ||
| Meditation 3+4 › | Yoshimitsu recovers in BT | MED | |||||||
| Manji Backfist f+2 › | h | 18 | i17~18 | -4 | +14g | +39a | 2 | Balcony Break | |
| Manji Backfist Shredder f+2,1 › | h, M | 18, 21 | i17~18, i26~27 | -12 | +17a (+10) | 2,2 | TornadoWeaponCombo from 1st CH +66a (+50) | ||
| Manji Backfist Swipe f+2,NSS.1 › | h, m | 18, 21 | i17~18, i26~27 | -12 | +17a (+10) | 2,2 | TornadoAirborne combo from 1st CH (+66a (+50)) | NSS | |
| Backfist > Stone Fist f+2,db+2 › | h, m | 18, 8 | i17~18, i15 | -5 | +6 | 2,1 | Input can be delayed 2fMove cannot be delayedLeads to db+2 extensions | FC | |
| Oni Kick f+3 › | h | 24 | i16~17 | -9 | +17a (+8) | 2 | HomingBalcony Break | ||
| Zig Zag f+3,4 › | h, m | 24, 20 | i16~17, i23~24 | -6 | +37a (+23) | 2,2 | Knee2nd hit delayed 18fInterrupt with i17 from 1st blockLow crush 22~29Floating state 30~32 | BT | |
| Toita Daoshi f+4 › | m | 20 | i18 | -13 | +21a (+11) | 1 | Balcony Break-9 on block after absorbing an attack8 chip damage on attack absorbtionPower crush 7~17 | ||
| Kuzuryu f+1+2 › | M | 23 | i20 | -12 | +8a (-1) | 1 | Heat EngagerHeat Dash +5, +62a (+42)Balcony BreakWeapon4 chip damage on blockPower up in NSS or Heat (29 damage and extended range) | ||
| Kamikaze f+3+4 › | m,M,M,M | 18,3,3,3 | i21~25 | -13~-9 | -8a (-15) | 5 | Balcony BreakFloor BreakHeadFloor break occurs on 4th hitTransition to FLE on hit onlyAttacks after 1st only come out on hitCombo from 1st hit does 2,1,1 damageCombo does 2 extra damage from FLE.nCancel to r65 BT earliest on frame 10 with bAutomatically transitions to r55 IND on self-wallsplatTotal and recovery frames on hit t88 r19 | FLE,BT | |
| Tsuka Atemi df+1 › | m | 14 | i13 | -4 | +5 | 1 | |||
| Tsuka Atemi to Back Knuckle df+1,2 › | m, h | 14, 16 | i13, i25~26 | -4 | +14g | +39a | 1,2 | Balcony BreakCombo from 1st CH with 2f delayMove cannot be delayed | |
| Tsuka Atemi Shredder df+1,2,1 › | m, h, M | 14, 16, 19 | i13, i25~26, i26~27 | -12 | +17a (+10) | 1,2,2 | TornadoWeaponCombo from 2nd CH +66a (+50) | ||
| Tsuka Atemi Swipe df+1,2,NSS.1 › | m, h, M | 14, 16, 19 | i13, i25~26, i26~27 | -12 | +17a (+10) | 1,2,2 | TornadoCombo from 2nd CH | NSS | |
| Tsuka Atemi > Slap U Crazy df+1,2,db+2 › | m, h, m | 14, 16, 8 | i13, i25~26, i15 | -5 | +6 | 1,2,1 | Leads to db+2 extensions | FC | |
| Autumn Leaves df+1,4 › | m, m | 14, 17 | i13, i17 | -12 | +4 | 1,1 | Jail from 1st attack with 2f delayInput can be delayed 2fMove cannot be delayed2nd hit can whiff at certain ranges, -20 on whiff | ||
| Basic Uppercut df+2 › | m | 13 | i15~16 | -7 | +34a (+24) | 2 | +4s against crouchingLaunches crouching on CHCan evade jabs on frames ?~? | ||
| df+3 › | m | 10 | i17~18 | -4 | +4 | 2 | FC | ||
| Wood Cutter df+3,1 › | m, M | 10, 20 | i17~18, i23~24 | -9 | +4c | +6a | 2,2 | Floor BreakWeaponCombo from 1st hit4 chip damage on blockPower up in NSS or HeatInput can be held to transition to d+1 | d+1* |
| Wood Chopper df+3,NSS.1 › | m, M | 10, 24 | i17~18, i23~24 | -9 | +16a | +52a | 2,2 | Floor BreakWeaponCombo from 1st hitRecovers 1 base health or 6 additional recoverable health on hitRecovers 1 base health when remaining recoverable health is 5 or less9 chip damage on blockInput can be held to transition to d+1df+3,H.1: Consumes 90F of remaining Heat time | d+1* |
| Side Kick df+4 › | m | 15 | i12 | -7 | +4 | 1 | Recovers 2f faster on hit or block | ||
| Gehosen (Simple Input) df+1+4 › | M | 20 | i20~21 | -17 | +35a (+25) | 2 | WeaponCan be performed in FCRecovers 7f faster on hitTransition to r34 KIN with 1+2Transition to r30 KIN with 1+2 only when performing KIN.f+2 immediately afterFaster startup and 22 damage with input f,n,d,df+1Low crush 20~42Floating state 43~45 | KIN,KIN | |
| Flashing Steel (Simple Input) df+2+3 › | m | 18 | i17~18 | -13 | +6g | +58a (+38) | 2 | Balcony BreakWeaponCan be performed in FCFaster startup and 20 damage with input f,n,d,df+2High crush 9~17 | |
| Quick Slash d+1 › | M | 15 | i24~25 | -9 | +1c | +6a | 2 | Floor BreakWeapon4 chip damage on blockPower up in NSS or Heat | |
| Death Slash (1) d+1*(1),n › | M! | 20 | i55~56 | +4c | +6a | 2 | Floor BreakWeaponSlowly realigns while chargingCan be canceled with b | ||
| Death Slash (2) d+1*(2),n › | M! | 25 | i99~100 | +4c | +6a | 2 | Floor BreakWeaponSlowly realigns while chargingCan be canceled with b | ||
| Death Slash (3) d+1*(3),n › | M! | 30 | i130~131 | +4c | +6a | 2 | Floor BreakWeaponSlowly realigns while chargingCan be canceled with b | ||
| Death Slash (4) d+1*(4),n › | M! | 40 | i179~180 | +16a | +52a | 2 | Floor BreakWeaponSlowly realigns while chargingCan be canceled with b | ||
| Death Slash (5) d+1*(5),n › | M! | 60 | i214~215 | +16a | +52a | 2 | Floor BreakWeaponSlowly realigns while chargingCan be canceled with b | ||
| Death Slash (6) d+1*(6),n › | M! | 200 | i249~250 | +16a | +52a | 2 | Floor BreakWeaponSlowly realigns while chargingCan be canceled with b | ||
| d+2 › | M | 12 | i16~17 | -9~-8 | +0~+1 | 2 | Weapon | ||
| Heshikirigari d+2,1 › | M, h | 12, 23 | i16~17, i27~28 | -9 | +17a (+8) | 2,2 | Balcony BreakWeaponCombo from 1st hit with 8f delayInput can be delayed 16fMove can be delayed 10f | ||
| Heshikirimutou d+2,2 › | M, m | 12, 15 | i16~17, i22~23 | -12 | +7g | +28a (+22) | 2,2 | WeaponCombo from 1st hit with 13f delayInput can be delayed 16fMove can be delayed 10fIn 1SS Enter NSS r31 with B | NSS |
| Heshikiribarai d+2,2,1 › | M, m, h | 12, 15, 20 | i16~17, i22~23, i19~20 | -9 | +8a (-1) | 2,2,2 | Balcony BreakWeaponInput can be delayed 10fMove can be delayed 9f | ||
| Heshikiriseibatsu d+2,2,2 › | M, m, M | 12, 15, 19 | i16~17, i22~23, i25~27 | -13 | +16a (+9) | 2,2,3 | TornadoWeaponInput can be delayed 10fMove can be delayed 9fSteel pedal | ||
| d+2,2,NSS.1 › | M, m, h | 12, 15, 20 | i16~17, i22~23, i19~20 | -9 | +8a (-1) | 2,2,2 | Balcony BreakInput can be delayed 10fMove can be delayed 9f | NSS | |
| d+2,2,NSS.d+1 › | M, m, m | 12, 15, 17 | i16~17, i22~23, i29~30 | -12 | +2c | +42a | 2,2,2 | Floor BreakInput can be delayed 10fMove can be delayed 9f | NSS |
| Heshikirinagi d+2,2,d+1 › | M, m, m | 12, 15, 17 | i16~17, i22~23, i29~30 | -12 | +2c | +42a | 2,2,2 | Floor BreakWeaponInput can be delayed 10fMove can be delayed 9fLast hit has shorter range and no Weapon property in NSS | |
| Heshikirigari d+2,NSS.1 › | M, h | 12, 18 | i16~17, i27~28 | -9 | +10g | 2,2 | Balcony BreakCombo from 1st hit with 8f delayInput can be delayed 16fMove can be delayed 10f | NSS | |
| Low Sweep d+3 › | L | 12 | i15~17 | -18~-16 | -4~-2 | 3 | Most commonly impacts on frame 16, except when tracking rightHigh crush 4~ | FC | |
| Toe Check d+4 › | l | 6 | i12 | -15 | -4 | 1 | High crush 4~ | FC | |
| Flea d+1+2 › | Unavailable in NSSLow crush 8~17Floating state 18~20 | FLE | |||||||
| Harakiri d+1+4 › | m! | 60 | i29~30 | -32a | 2 | Weapon60 self damage during 1st recovery frameCan connect from the front if the opponent attacks into it | FDFA | ||
| d+1+4,B+1 › | m!, m! | 60, 18 | i29~30, i1~39 | -29a | 2,39 | Weapon6 self damage | FDFA | ||
| d+1+4,B+1,1 › | m!, m!, m! | 60, 18, 20 | i29~30, i1~39, i1~18 | -29a | 2,39,18 | Weapon6 self damage | FDFA | ||
| d+1+4,B+1,1,1 › | m!, m!, m!, m! | 60, 18, 20, 21 | i29~30, i1~39, i1~18 | -29a | 2,39,18 | Weapon10 self damage | FDFA | ||
| d+1+4,B+1,1,1,1 › | m!, m!, m!, m!, m! | 60, 18, 20, 21, 28 | i29~30, i1~39, i1~18 | -29a | 2,39,18 | Weapon12 self damage | FDFA | ||
| Harakiri > Manji Blood Dance d+1+4,B+1,1,1,1,1 › | m!, m!, m!, m!, m!, m! | 60, 18, 20, 21, 28, 30 | i29~30, i1~39, i1~18, i1~35 | -30a | 2,39,18,35 | Weapon17 self-damageThe entire string deals 111 self damage | FDFA | ||
| Indian Stance d+3+4 › | All stance moves are bufferableHigh crush 6~Floating state 6~ | IND | |||||||
| Bad Stomach (BDS) DB+1+2 › | Continues as long as DB is heldTransition to r25 releasing dbActionable after 10f, mashing delays follow-upsFollow-ups are fastest with inputs timed on frame 11High crush 11~ | BDS | |||||||
| db+1 › | L | 12 | i26~28 | -11~-9 | +4~+6 | +7~+9 | 3 | Unavailable in NSSHigh crush 8~ | FC |
| Nebular Burst db+1,2 › | L, m | 12, 20 | i26~28, i25~26 | -13 | +0 | +6g | 3,2 | Balcony Break (airborne or CH)Combo from 1st with 1f delayCombo from 1st CH with 8f delayInput can be delayed 8f | |
| db+2 › | m | 8 | i15 | -5 | +6 | 1 | FC | ||
| db+2,2 › | m, m | 8, 7 | i15, i10~14 | -9~-5 | +2~+6 | 1,5 | Combo from 1st hit | FC | |
| db+2,2,2 › | m, m, m | 8, 7, 6 | i15, i10~14 | -9~-5 | +2~+6 | 1,5 | Combo from 1st hit | FC | |
| db+2,2,2,2 › | m, m, m, m | 8, 7, 6, 5 | i15, i10~14 | -9~-5 | +2~+6 | 1,5 | Combo from 3rd CH | FC | |
| db+2,2,2,2,2 › | m, m, m, m, m | 8, 7, 6, 5, 4 | i15, i10~14 | -9~-5 | +2~+6 | 1,5 | Combo from 4th hitCombo from 3rd CH | FC | |
| Stone Fists db+2,2,2,2,2,2 › | m, m, m, m, m, m | 8, 7, 6, 5, 4, 3 | i15, i10~14 | -49 | -37 | 1,5 | Combo from 5th CH | FUFT | |
| db+3 › | l | 8 | i18~19 | -25 | -14 | 2 | High crush 6~ | FC | |
| db+3,3 › | l, l | 8, 7 | i18~19, i15~17 | -19 | -7 | 2,3 | Combo from 1st hitEnter IND r20 with d+3+4High crush 1~ | IND,FC | |
| db+3,3,3 › | l, l, l | 8, 7, 7 | i18~19, i15~17 | -19~-17 | -7~-5 | 2,3 | Combo from 2nd CHEnter IND r20 with d+3+4High crush 1~ | IND,FC | |
| db+3,3,3,3 › | l, l, l, l | 8, 7, 7, 5 | i18~19, i15~17 | -19 | -7 | 2,3 | Combo from 3rd CHEnter IND r20 with d+3+4High crush 1~ | IND,FC | |
| db+3,3,3,3,3 › | l, l, l, l, l | 8, 7, 7, 5, 5 | i18~19, i15~17 | -19 | -7 | 2,3 | Combo from 4th CHEnter IND r20 with d+3+4High crush 1~ | IND,FC | |
| Manji Spin Low Kicks db+3,3,3,3,3,3 › | l, l, l, l, l, l | 8, 7, 7, 5, 5, 5 | i18~19, i15~17, i9~11 | -26 | -15 | 2,3,3 | Combo from 5th CHHigh crush 1~ | FUFT | |
| Manji Spin Low Kicks Front Kick db+3,3,3,3,3,4 › | l, l, l, l, l, m | 8, 7, 7, 5, 5, 15 | i18~19, i15~17, i12~13 | -8 | +23a (+13) | 2,3,2 | Balcony BreakEnter KIN -6 +25a (+15) r21 with 1+2Enter NSS -6 +25a (+15) r24 with BSame animation as ws4Can be performed following any number of db+3 lows except the first and last | KIN,NSS | |
| Nozuchi Fumi db+4 › | L | 14 | i17 | -12 | -1 | 1 | |||
| b+1 › | h | 8 | i17 | +1 | +7 | +12 | 1 | Can transition to Spinning Evade with b+3 or b+4 | Spinning |
| b+1,1 › | h, h | 8, 9 | i17, i11~12 | +4 | +5 | +10 | 1,2 | Combo from 1st hitCan transition to Spinning Evade with b+3 or b+4 | Spinning |
| b+1,1,1 › | h, h, h | 8, 9, 10 | i17, i11~12 | +4 | +5 | +10 | 1,2 | Combo from 1st hitCan transition to Spinning Evade with b+3 or b+4 | Spinning |
| b+1,1,1,1 › | h, h, h, h | 8, 9, 10, 12 | i17, i11~12 | +4 | +5 | +10 | 1,2 | Combo from 3rd CHCan transition to Spinning Evade with b+3 or b+4 | Spinning |
| b+1,1,1,1,1 › | h, h, h, h, h | 8, 9, 10, 12, 14 | i17, i11~12 | +4 | +5 | +10 | 1,2 | Combo from 4th hitCombo from 3rd CHCan transition to Spinning Evade with b+3 or b+4 | Spinning |
| Slap U Silly b+1,1,1,1,1,1 › | h, h, h, h, h, h | 8, 9, 10, 12, 14, 16 | i17, i11~12 | -73 | -71 | -67 | 1,2 | Combo from 4th hitCombo from 3rd CH | FUFT |
| b+1,1,db+3 › | h, h, l | 8, 9, 7 | i17, i11~12, i13~14 | -20 | -9 | 1,2,2 | Combo from 1st hitCan combo to DB+3 extensionsCan be performed after one or three b+1High crush 10~ | FC | |
| b+1,1,db+3,3 › | h, h, l, l | 8, 9, 7, 5 | i17, i11~12, i13~14, i15~17 | -19 | -7 | 1,2,2,3 | Combo from 3rd CHCan combo to db+3 extensionsEnter IND r20 with d+3+4Can be performed after one or three b+1High crush 1~ | IND,FC | |
| b+2 › | m | 12 | i14~15 | -9 | +2 | 2 | Enter KIN r27 with 1+2 | KIN | |
| Oma Gehosen b+2,1 › | m, M | 12, 20 | i14~15, i27~28 | -17 | +28a (+18) | 2,2 | WeaponCombo from 1st CH with 2f delayEnter KIN r30 with 1+2Input can be delayed 14fLow crush 28~49Floating state 50~52 | KIN | |
| Oma Kugiuchi b+2,2 › | m, h | 12, 21 | i14~15, i22~23 | -9 | +2a | 2,2 | Heat EngagerHeat Dash +5, +43d (+35)WeaponCombo from 1st with 1f delayCombo from 1st CH with 7f delayInput can be delayed 14f | ||
| b+2,NSS.1 › | m, m | 12, 17 | i14~15, i27~28 | -17 | +28a (+18) | 2,2 | Enter KIN r30 with 1+2Combo from 1st CH with 2f delayInput can be delayed 14fLow crush 28~49Floating state 50~52 | KIN,NSS | |
| b+2,NSS.2 › | m, h | 12, 18 | i14~15, i22~23 | -9 | +0 | 2,2 | Heat EngagerHeat Dash +5, +43d (+35)Combo from 1st with 1f delayCombo from 1st CH with 7f delayInput can be delayed 14f | NSS | |
| b+3 › | 8 self-damageCan be performed from backturn (reverse direction) | ||||||||
| b+3,3 › | 10 self-damage18 self-damage in total | ||||||||
| b+3,3,3 › | 5 self-damage23 self-damage in total | ||||||||
| b+3,3,3,3 › | 5 self-damage28 self-damage in total | ||||||||
| b+3,3,3,3,3 › | 5 self-damage33 self-damage in total | ||||||||
| Spinning Evade b+3,3,3,3,3,3 › | 5 self-damage38 self-damage in total | FUFT | |||||||
| * No Sword Stance * Mutou no Kiwami b+1+2 › | High crush 8~50 | NSS | |||||||
| ub+1 › | m | 17 | i24~25 | -5 | +4c | 2 | Floor BreakWeaponPerforms u+1 with a vertical jumpLow crush 9~27Floating state 28~30 | ||
| Sword Stab ub+1+3 › | m! | 40 | i50~52 | -24 | 3 | WeaponPunishable on close hit with FUFT.3 | |||
| Face Splitter ub+1+3,1+2 › | m!, h! | 40, 18 | i50~52, i18~19 | +1~+2 | +45a | 3,2 | Floor BreakWeapon | ||
| Sword Poke Windmill ub+1+3,n,1 › | m!, m! | 40, 22 | i50~52, i28~113i2~4 | -57a | 3,86,3 | WeaponCancel early to r25 with B on frame 64Possible to double-hit during cancel | |||
| Avoiding the Puddle ub+4 › | m | 17 | i20~22 | -19 | +12a (+2) | 3 | Balcony BreakFloor BreakLow crush 9~32Floating state 33~35 | ||
| Cleansing Sword Yoshimitsu ub+1+2 › | M | 25 | i24~25 | -8c | +27a (+17) | 2 | Balcony BreakWeapon5 chip damage on blockPower up in NSS or Heat | ||
| Helmet Strike u+1 › | m | 20 | i24~25 | -4 | +5c | +50a | 2 | Floor BreakWeaponLow crush 9~27Floating state 28~30 | |
| Manji Dragonfly u+1+2 › | Cancel to r12 with db_d_df (js1~10)Unavailable in NSSActionable after 15 frames, except when using DGF.2 which can be performed after 10 framesLow crush 8~ | DGF | |||||||
| Guillotine Crow Kick u+3+4 › | M,M | 10,12 | i39~42i3~6 | +1c~+4c | +24a | 4,4 | Floor BreakFloor break occurs on 2nd hitEvades some mid attacks from frames ?-?Yoshimitsu becomes invisible on frames 15~30 but can still be floatedLow crush 11~42Floating state 43~45 | ||
| uf+1 › | m | 10 | i17 | -10 | +2c | 1 | WeaponGood right sidestep trackingTransition to KIN -3 +9 r26 with 1+2H.uf+1: Consumes 90F of remaining Heat time | KIN | |
| Kasane Kaishaku uf+1,1 › | m, M | 10, 17 | i17, i29~30 | -10 | +9c | 1,2 | Floor BreakWeaponCombo from 1st hit with 4f delayInput can be delayed 4fMove can be delayed 3fInterrupt with i6 from 1st blockTransition to FLE on hit onlyPower up in NSS or Heat | FLE | |
| Double Decapitation uf+1,NSS.1 › | m, M | 10, 22 | i17, i29~30 | -10 | +9c | 1,2 | Floor BreakWeaponCombo from 1st hit with 4f delayInput can be delayed 4fMove can be delayed 3fInterrupt with i6 from 1st blockTransition to FLE on hit onlyGood sidestep right trackingRestores 3 additional recoverable health on hit | FLE | |
| Death Copter uf+1+3 › | M! | 40 | i113~114 | +30a | 2 | Floor BreakWeaponCancel to r64 DGF with 1+2 on frame 34Cancel to r60 DGF with 1+2 on frame 35, delayable up to frame 92Becomes a different move in NSSLow crush 9~110Floating state 111~113 | DGF,DGF | ||
| Death Copter Slice (2) uf+1+3<d › | M | 30 | i83~84 | -1 | +34a | 2 | Floor BreakWeapon12 chip damage on blockInput during frames 35-60 of uf+1+2Low crush 9~80Floating state 81~83 | ||
| Death Copter Trick uf+1+3,b › | M! | 35 | i113~114, i93~94 | +24a | 2,2 | Floor BreakWeaponCancel to r106 DGF with 1+2 on frame 79Input during frames 1-31 of uf+1+2Yoshimitsu will transition to BT if the opponent is farLow crush 9~90Floating state 91~93 | DGF,BT | ||
| Death Copter Slice (1) uf+1+3,d › | M | 25 | i113~114, i55~56 | -3 | +34a | 2,2 | Floor BreakWeapon10 chip damage on blockInput during frames 1-31 of uf+1+2Low crush 9~52Floating state 53~55 | ||
| Kurama Itto uf+2 › | L | 25 | i35~36 | -16 | +6g | +25a | 2 | WeaponCancel to r47 FC with D on frame 27Low crush 10~29Floating state 30~32 | FC,FC |
| Rising Knee uf+3 › | m | 15 | i15 | -13 | +32a (+22) | 1 | KneeCan evade jabs at frames 5-7Low crush 9~33Floating state 34~36 | ||
| Avoiding the Puddle uf+4 › | m | 21 | i20~22 | -9 | +22a | 3 | HomingBalcony BreakFloor BreakLow crush 9~32Floating state 33~35 | ||
| Poison Wind uf+3+4 › | M | 20 | i31~35 | -16~-12 | -4a | 5 | Floor BreakIn 1SS cancel to DGF r41 with 1+2 on frame 23In 1SS enter FLE r28 with d+1+2In 1SS enter IND r28 with d+1+2 (or NSS.d+1+2)On hit, transitions to -4a r49 backward jump automaticallyLanding on opponent's head, transitions to -48a (-58) r75 hop automatically, hitting Yoshimitsu during this animation forces him into BTLow crush 10~32Floating state 33~35 | DGF,FLE,IND | |
| Poison Wind Bronze Fist uf+3+4,1 › | M, h | 20, 8 | i31~35, i16~18 | -1 | -43 | 5,3 | On hit, transitions to r49 backward jump automaticallyCombo from 1st hit vs groundedCombo from 1st hit | ||
| Poison Wind Silver Fist uf+3+4,1,4 › | M, h, m | 20, 8, 15 | i31~35, i16~18, i17~28i28~39 | -14~+13g | +27a (+17a) | 5,3,12,12 | Combos from 1st (requires wall)Low crush 29~56Floating state 57~59 | ||
| Poison Wind Gold Strike uf+3+4,1,4,1 › | M, h, m, M | 20, 8, 15, 15 | i31~35, i16~18, i17~28i28~39, i24~25 | -9 | +1c | +6a | 5,3,12,12,2 | Floor BreakWeapon4 chip damage on blockPower up in NSS or Heat | |
| uf+3+4,1,4,NSS.1 › | M, h, m, M | 20, 8, 15, 24 | i31~35, i16~18, i17~28i28~39, i24~25 | -9 | +16a | +52a | 5,3,12,12,2 | Balcony BreakFloor BreakWeaponCan transition to d+1,n9 chip damage on blockRecovers 1 base health or 6 additional recoverable health on hitRecovers 1 base health when remaining recoverable health is 5 or less | d+1*n |
| Poison Wind Steel Smash uf+3+4,1,3+4 › | M, h, M | 20, 8, 21 | i31~35, i16~18 | +0c~+4c | -14a | 5,3 | Floor Break3rd hit delayed 18f, effective startup i49~53On hit, transitions to r49 backward jump automaticallyLow crush 28~50Floating state 51~53 | ||
| Poison Wind Eclipse Kick uf+3+4,3 › | M, M,M | 20, 10,10 | i31~35, i39~42i3~6 | -4c~-1c | +27a | 5,4,4 | Floor BreakFloor break occurs on 3rd hitEvades mid attacks from frames ?-?Low crush 16~47Floating state 48~50 | ||
| Poison Wind > Kangaroo Kick uf+3+4,3+4 › | M, m | 20, 25 | i31~35, i25~26 | -13 | +52a (+42) | 5,2 | TornadoCombo from 1st hitHigh crush 9~27Floating state 15~55 | ||
| Ki Charge 1+2+3+4 › | Can't block for 5 secondsCH state on your next attack for 5 seconds ''(Tekken 7 and prior games)''10% damage increase on the next attack for 5 seconds ''(Tekken 8 season 2 patch onward)''Attacks taken will be CH for 5 seconds | ||||||||
| Thunder Blade b,B+1+4 › | m! | 50 | i59~61 | +2a | 3 | WeaponCannot be bufferedPoor hitbox, will go over crouching opponents sometimes | |||
| Thunder Blade Feint to Soul Stealer b,B+1+4,B › | m | 20 | i59~61, i22~25 | -20 | +14c | 3,4 | Weapon70% proration on standing hitRecovers 12f faster on hitHit vs BT +11d (FDFT)Power up in NSS or HeatCan be done from Crouch Level 1 | ||
| Sword Smash f,F+2 › | m | 15 | i15 | -9 | +4 | 1 | ElbowCannot be bufferedIncreased pushback on CH | ||
| Yomi Kakenuke f,F+2:2 › | m, t | 15, 18 | i15 | +8d | 1 | Transitions to attack throw only on front hit (air hit OK)3f perfect input window on frames 13~15, +2 damageAfter hit, enter IND r20 with d+3+4 | IND,BT | ||
| Iwatsubute f,F+3 › | m | 20 | i23~24 | -4 | +5 | 2 | Enter KIN r25 +3 +12 with 1+2Cannot be buffered | KIN | |
| Fubuki f,F+4 › | m | 20 | i15~16 | -6 | +37a (+23) | 2 | Balcony BreakKneeCannot be buffered-12 if Yoshimitsu holds back to turn around and blockLow crush 13-21Floating state 22-24 | BT | |
| Solar Kick f,F+1+2 › | m | 22 | i22~24 | -8 | +3c | 3 | Floor BreakCannot be bufferedVisually similar to f,F+3+4Low crush 10~21Floating state 22~24Low crush 25~29Floating state 30~32 | BT | |
| Suicide f,F+1+4 › | m! | 60 | i45 | -65a | 1 | WeaponCannot be buffered60 self-damage during 1st recovery frameNSS.f,F+1+4 will always cancel into f,F+1+4,nDealing lethal damage will award the victory to YoshimitsuHolding any direction will trigger the attack, not just forward | FDFT | ||
| Double Suicide f,F+1+4,F › | m!, m! | 60, 185 | i45, i35~37 | -60a | 1,3 | Weapon200 self-damage during 1st recovery frameDealing lethal damage will award the victory to Yoshimitsu | FDFT | ||
| Confusion f,F+1+4,n › | m! | 60 | i45 | 1 | BT | ||||
| Reverse Cartwheel f,F+3+4 › | m | 15 | i22~24 | -20 | -9c | 3 | Floor BreakCannot be bufferedVisually similar to f,F+1+2Low crush 10~27Floating state 28~30 | ||
| f,F+3+4,1+2 › | m, m | 15, 15 | i22~24, i12~18 | -31 | -2a (-12) | 3,7 | Balcony BreakCombo from 1st CHTremendous forward travelAutomatically recovers to r55 IND on self-wallsplatLow crush 24~46Floating state 47~90 | ||
| Solar Kick Shark Attack f,F+3+4,1+2,3+4 › | m, m, m | 15, 15, 20 | i22~24, i12~18, i27 | -13 | +52a (+42) | 3,7,1 | TornadoCombo from 2nd hitCombo from 1st CHTremendous forward travelLow crush 1~13Floating state 14~54 | ||
| Gehosen f,n,d,df+1 › | M | 22 | i17~18 | -17 | +35a (+25a) | 2 | WeaponCan be bufferedEnter KIN r30 with 1+2Can be performed from FCLow crush 17~39Floating state 40~42 | KIN | |
| Flashing Steel f,n,d,df+2 › | m | 20 | i14~15 | -13 | +6g | +58a (+38) | 2 | Balcony BreakWeaponCan be bufferedCan be performed in FCHigh crush 6~14 | |
| Moonsault Slayer qcf+1 › | h,h,M | 24,15,35 | i28~34i37i58~60 | +0~+2 | +30a | 7,1,3 | Floor Break 2nd and 3rdWeapon14 chip damage on blockCan be bufferedCan be performed in FC1st and 2nd hits connect only vs airborne opponentLow crush 10~55Floating state 56~58 | ||
| Manji Kick f,f,F+3 › | M | 30 | i22~23 | +5g | +13a (+3) | 2 | Balcony Break9 chip damage on blockEnter DGF +7 +15a (+5) r34 with 1SS.ULow crush 3~33Floating state 34~36 | DGF | |
| ws1 › | m | 12 | i13~14 | -10 | +1 | +6 | 2 | ||
| ws1,1 › | m, h | 12, 12 | i13~14, i18 | -11 | +0 | 2,1 | Floor BreakCombo from 1st hit with 11f delayCombo from 1st CH with 13f delayInput can be delayed 13fMove can be delayed 8fCancel to Spinning Evade -5 -16 r25 with b+3_b+4 | Spinning | |
| ws1,1,1 › | m, h, h | 12, 12, 12 | i13~14, i18 | -11 | +0 | 2,1 | Floor BreakCombo from 1st CH with 12f delayInput can be delayed 12f | ||
| Door Knocker ws1,1,1,1 › | m, h, h, m | 12, 12, 12, 25 | i13~14, i18, i25~26 | +0c | +6c | 2,1,2 | Floor BreakCombos from 3rd CH with 5f delayInput can be delayed 12f | ||
| Door Knocker to Back Knuckle ws1,2 › | m, h | 12, 18 | i13~14, i25~26 | -4 | +14g | +39a | 2,2 | Balcony BreakCombos from 1st hit with 4f delayCombos from 1st CH with 9f delayInput can be delayed 15fMove can be delayed 13f | |
| Door Knocker Shredder ws1,2,1 › | m, h, M | 12, 18, 21 | i13~14, i25~26, i26~27 | -12 | +17a (+10) | 2,2,2 | TornadoWeaponCombo from 2nd CH | ||
| Door Knocker > Back Knuckle Slap U Crazy ws1,2,db+2 › | m, h, m | 12, 18, 8 | i13~14, i25~26, i15 | -5 | +6 | 2,2,1 | Leads to db+2 extensions | FC | |
| Exorcism Fist ws2 › | m | 13 | i15~16 | -4 | +7 | 2 | Balcony Break (airborne) | BT | |
| Scowling Moon God ws2,1 › | m, m | 13, 14 | i15~16, i27~28 | -3a | +36a (+26) | 2,2 | WeaponCombo from 1st hit with 1f delay | DGF | |
| ws2,NSS.1 › | m, h | 13, 16 | i15~16, i23 | -6 | +5 | 2,1 | ElbowCombo from 1st hit | BT | |
| Scowling Aratama ws2,NSS.1,2 › | m, h | 13, 16 | i15~16, i23 | 2,1 | Balcony Break (airborne)ElbowCombo from 2nd CH | ||||
| Scowling Spirit ws2,NSS.1,3 › | m, h | 13, 16 | i15~16, i23 | 2,1 | Balcony BreakCombo from 2nd CH | ||||
| ws3 › | m | 12 | i16 | -6 | +3 | 1 | |||
| Kimon Matagi ws3,2 › | m, m | 12, 20 | i16, i32 | -12c | +0a | 1,1 | Floor BreakWeaponCombo from 1st hit | ||
| Toe Smash ws4 › | m | 14 | i11~12 | -6 | +5 | 2 | Enter KIN r24 with 1+2Enter NSS r24 with B | KIN,NSS | |
| Wall Jump Backflip (back to wall).b,b,UB › | m | 21 | i35~38 | +1 | +34d | 4 | Floating state 5~7is8~24Floating state 25~33Low crush 34~37Floating state 38~40 | BT | |
| (Tackle reverse) › | t | 25 | +0d | Available only after reversing Ultimate Tackle with 1+2Unbreakable (even in NSS) | |||||
| Oni Killer 1+3 › | t | 35 | i12~14 | -3 | +1d | 3 | HomingThrow break 1 or 2 | ||
| Sword Face Smash 2+4 › | t | 35 | i12~14 | +0 | +1 | 3 | HomingFloor BreakThrow break 1 or 2Side switch on hit | ||
| Tornado Drop Back throw › | t | 50 | +1d | Floor BreakUnbreakable | BT | ||||
| Wheels of Hell Left throw › | t | 45 | -3 | +0d | Throw break 1Side switch on hit | ||||
| Neck Breaker Right throw › | t | 40 | -3 | -3d | Throw break 2 | ||||
| Soul Possession qcb,f+2 › | t | 0 | i15~16 | +0 | 2 | UnbreakableOpponent recovers 26 healthYoshimitsu loses 35 health | |||
| Soul Siphon qcf+2 › | t | 22 | i15~16 | +0 | +0 | 2 | Throw break 1+235 damage as a backthrowYoshimitsu recovers 16 healthOn break:-Opponent recovers 22 health (35 on backthrow)-Yoshimitsu loses 16 health | ||
| Rainbow Drop uf+1+2 › | t | 40 | i11 | +0 | +1 | 1 | Floor BreakThrow break 1+2Side switch on break |
BT Stance
| Command | Hit Level | Damage | Startup | Block | Hit | CH | Active | Notes | Transitions |
|---|---|---|---|---|---|---|---|---|---|
| BT.1 › | h | 16 | i15 | -3 | +8 | 1 | Elbow | BT | |
| Aratama BT.1,2 › | h, m | 16, 18 | i15, i25 | -5 | +5 | +63a | 1,1 | Balcony Break (airborne)ElbowCombo from 1st CH | BT |
| Magatama BT.1,3 › | h, h | 16, 25 | i15, i25~26 | -7 | +27a (+17) | 1,2 | Balcony BreakCombo from 1st CH | ||
| Manji Backfist 2 BT.2 › | h | 18 | i16~17 | -4 | +14g | +39a | 2 | Balcony BreakLeads to f+2 extensions | |
| Perilous Spirit BT.3 › | m | 20 | i24~26 | -3~-1 | +11a | 3 | Floor BreakLow crush 6~29Floating state 30~32 | BT | |
| Shisetsu Genman BT.d+1 › | L | 20 | i17~18 | -13 | +3 | +38a | 2 | WeaponHigh crush 6~ | FC |
FC Stance
| Command | Hit Level | Damage | Startup | Block | Hit | CH | Active | Notes | Transitions |
|---|---|---|---|---|---|---|---|---|---|
| * Sword Sweep * Samurai Cutter FC.DF+1 › | l! | [12;12] | i26 | +70a (+54) | 1 | Weapon100% recoverable damageCannot be buffered after Heat DashMust hold DF for 5 framesi27 effective startup (with FC.db,b+1 input)i31 effective startup (with FC.DF+1 input)i37 effective startup (FC.db,b+1 from manual crouch)i41 effective startup (FC.DF+1 from manual crouch)High crush 1~34 | |||
| hFC.1 › | sl | 5 | i10 | -5 | +6 | 1 | Transition to r24 with fTransition input can be delayed 16fHigh crush 1~ | FC | |
| hFC.2 › | sl | 8 | i11 | -4 | +5 | 1 | High crush 1~ | FC | |
| hFC.db+3 › | l | 8 | i18~19 | -25 | -14 | 2 | Leads to db+3 extensionsCan be done from Crouch Level 1High crush 1~ | FC | |
| Knee Cap hFC.df+4 › | L | 18 | i18~19 | -26 | +4c | +31a | 2 | HomingEnter IND -26 +8c +35a r24 with d+3+4Can be done from Crouch Level 1High crush 1~ | IND,FC |
| hFC.d+3 › | L | 10 | i16 | -17 | -6 | 1 | High crush 1~ | FC | |
| hFC.d+4 › | l | 6 | i12 | -15 | -4 | 1 | High crush 1~ | FC |
H. Stance
| Command | Hit Level | Damage | Startup | Block | Hit | CH | Active | Notes | Transitions |
|---|---|---|---|---|---|---|---|---|---|
| Dragonfly Blade (Heat) H.DGF.1 › | M | 26 | i30~31 | +2 | +30d | +46a | 2 | Floor BreakWeapon13 chip damage on blockRecovers 1 base health or 6 additional recoverable health on hitConsumes 240F of remaining Heat timeLow crush 1~27 | |
| Red Spider Lily (Heat) H.DGF.f+1+2 › | h,h,h | 10,10,20 | i16~17i11~12i11~12 | +4 | +18a (+9) | 2,2,2 | HomingBalcony BreakWeaponJail from 1st blockCombo from 1st hit16 chip damage on blockRecovers 1 base health or 5 additional recoverable health on hitConsumes 90F of remaining Heat timeLow crush 1~65 | ||
| Divine Sword Kagekiyo H.2+3 › | M,m,m,m | 51 | i18~19 | +4 | -3d | 2 | Heat SmashReversal BreakBalcony BreakRecovers 4 base health or 14 additional recoverable health on hitEnter DGF +10 r29 with U on blockTransition to attack throw after 1st hit9 chip damage on blockJail from 1st attackLow crush 68~89Floating state 90~92 | DGF |
R. Stance
| Command | Hit Level | Damage | Startup | Block | Hit | CH | Active | Notes | Transitions |
|---|---|---|---|---|---|---|---|---|---|
| Trailokya Pilgrimage R.df+1+2 › | m,t | 55+ | i20 | -18 | +0d | 1 | Rage ArtRemoves Recoverable HealthReversal BreakDamage increases with lower health, maximum 82Freezes match timer on activation and on hitRestores recoverable health on hitTransition to attack throw on hitConsumes RagePower crush 8~ |
SS Stance
BDS Stance
DGF Stance
| Command | Hit Level | Damage | Startup | Block | Hit | CH | Active | Notes | Transitions |
|---|---|---|---|---|---|---|---|---|---|
| Dragonfly Blade DGF.1 › | M | 22 | i30~31 | -2c | +10a | +46a | 2 | Floor BreakWeapon11 chip damage on blockPower up in HeatLow crush 1~27 | |
| Dragonfly Fist DGF.2 › | h | 15 | i16~18 | +4 | +13s | 3 | Low crush 1~ | DGF | |
| Ubume DGF.2,4 › | h, M | 15, 22 | i16~18, i26~28 | -14 | +15a (+8) | 3,3 | TornadoCombo from 1st hitEnter NSS r33 with BLow crush 1~46Floating state 47~49 | NSS | |
| Dragonfly Sweep DGF.3 › | L | 18 | i22~23 | -13 | +6c | +28a | 2 | Airborne attack, can't be low parriedLow crush 1~18 | |
| Dragonfly Twister DGF.4 › | m | 24 | i18~20 | -4 | +14g | 3 | Heat EngagerHeat Dash +5, +62a (+42)Balcony BreakLow crush 1~19 | ||
| Manji Dragonfly > Flea DGF.1+2 › | Low crush 1~27Floating state 28~30 | FLE | |||||||
| Spirited Away DGF.3+4 › | h!,t | 17,18 | i20~21 | +0 | 2 | Floor BreakTransitions to attack throw on front hit (air hit OK)Attack throw recovers standingLow crush 1~ | DGF | ||
| Manji Dragonfly > Indian Stance DGF.d+3+4 › | Low crush 1~27Floating state 28~High crush 31~ | IND | |||||||
| Dragonfly Forward DGF.f › | realigns with opponent, creates distanceLow crush 1~ | DGF | |||||||
| Dragonfly Slash DGF.f+2 › | h | 23 | i20~21 | +7 | +19a (+10) | +64a (+44) | 2 | HomingBalcony BreakWeaponLow crush 1~ | DGF |
| Red Spider Lily DGF.f+1+2 › | h,h,h | 9,9,18 | i16~17i11~12i11~12 | -2 | +18a (+9) | 2,2,2 | HomingBalcony BreakWeaponJail from 1st blockCombo from 1st hit9 chip damage on blockPower up in HeatLow crush 1~65 |
FLE Stance
| Command | Hit Level | Damage | Startup | Block | Hit | CH | Active | Notes | Transitions |
|---|---|---|---|---|---|---|---|---|---|
| Flea Roll FLE.1 › | Floating state 1~25High crush 26~ | FC | |||||||
| Flea > Sliding Headbutt FLE.2 › | L | 20 | i24~28 | -12~-8 | +30a | 5 | Side switches on close hitCan combo to ws4 on no side switchFloating state 1~High crush 6~ | FDFA | |
| Flea Dance FLE.3 › | Evades like a sidestepLow crush 1~ | FLE | |||||||
| Skull Splitter FLE.1+2 › | m | 16 | i18~19 | -9 | +4 | +31a (+21) | 2 | TornadoHeadHigh crush 6~17 | |
| Flea > Kangaroo Kick FLE.3+4 › | m | 25 | i25~26 | -13 | +52a (+42) | 2 | TornadoFloating state 1~26High crush 6~22 | ||
| Flea Digger FLE.d › | Evades jabs from frames 4-14Evades mids from frames 7-12Can be canceled into other FLE moves (except FLE.n)Low crush 1~4Floating state 5~15Low crush 16~ | FLE | |||||||
| Flea Digger Strike FLE.d › | M | 0 | i10 | +31a (+24) | 1 | Evades jabs from frames 4-14Evades mids from frames 7-12Can be cancelled into other FLE moves (except FLE.n)Only accessible after hitting with FLE.nLow crush 1~ | FLE | ||
| Flea Cancel FLE.db › | Low crush 1~12Floating state 13~15 | ||||||||
| Flea > Indian Stance FLE.d+3+4 › | Low crush 1~16High crush 16~30Floating state 17~ | IND | |||||||
| Flea Step (WFL) FLE.f › | In WFL from frames 2?-32?Cancel into FLE.f,f with f within 19? framesLow crush 1~ | FLE | |||||||
| Running Flea FLE.f,f › | M,M,M,M,M | 3,3,3,3,3 | i17~19i6~8i5~7i6~8i6~8 | -10 | +1 | 3,3,3,3,3 | Combos from any hitFloor break on all hitsSometimes combos into FLE.nLow crush 1~ | FLE | |
| Flea to Dragonfly Slash FLE.f+2 › | |||||||||
| Flea Idle FLE.n › | M | 7 | i2~60 | -18~ | +48a (+38a) | 59 | Balcony BreakWeaponHitlines exist on the sword and directly behind YoshimitsuCan be canceled at any time into another FLE moveAfter hitting with this attack, FLE.n has no hitbox until another FLE action (other than FLE.d) is takenLow crush 1~ | FLE | |
| Jumping Flea FLE.uf › | m | 25 | i30~45 | +10g~25g | +32a | 16 | Balcony Break10 chip damage on blockOpponent recovers crouching on blockLow crush 1~ | FLE | |
| Flea > Manji Dragonfly FLE.u+1+2 › | Low crush 1~ | DGF | |||||||
| Flea > Dragonfly Feint FLE.u+3+4 › | m | 30 | i38~40 | +4~+6 | +21a (+12) | 3 | Balcony BreakTech roll to r33 FC on frames 41-42Low crush 1~37Floating state 38~40 | FUFT |
FUFT Stance
| Command | Hit Level | Damage | Startup | Block | Hit | CH | Active | Notes | Transitions |
|---|---|---|---|---|---|---|---|---|---|
| Indian Stance Healing FUFT.d+3+4 › | Floating state 1~ | IND |
IND Stance
| Command | Hit Level | Damage | Startup | Block | Hit | CH | Active | Notes | Transitions |
|---|---|---|---|---|---|---|---|---|---|
| Indian Stance Storm IND.1 › | M! | 15 | i53~55 | +0c~+2c | 3 | Floor BreakWeaponSame animation as the ending of qcf+1Low crush 30~52Floating state 53~55 | |||
| Indian Stance Stone Fists IND.2 › | m | 7 | i39~43 | -8~-5 | +2~+6 | 5 | Leads to db+2 extensionsGreater forward momentum than a standing db+2 | FC | |
| IND.3 › | m | 15 | i32~38 | -31 | -2a (-12) | 7 | Balcony BreakAutomatically recovers to r55 IND on self-wallsplatLow crush 12~34Floating state 35~90 | ||
| Indian Stance Cannon IND.3,3+4 › | m, m | 15, 20 | i32~38, i27 | -13 | +52a (+42) | 7,1 | TornadoCombo from 1st hitTremendous forward travelLow crush 1~13Floating state 14~54 | ||
| Indian Stance Knee Cap IND.4 › | L | 18 | i47~48 | -26 | +4c | +31a | 2 | HomingEnter IND -26 +8 +35a r24 with d+3+4High crush 1~ | IND,FC |
| Indian Stance Flea IND.1+2 › | Unavailable in NSSLow crush 1~27Floating state 28~30 | FLE | |||||||
| Indian Tobi Ushiwaka IND.3+4 › | m,m | 6,22 | i17~18i10~11 | -6 | +3 | 2,2 | HomingTransition to DGF r18 with 1SS.U (+5/+14)Low crush 12~37Floating state 38~40 | DGF | |
| Indian Levitation IND.D+3+4* › | Allows 8-way directional movement in INDContinues as long as 3+4 is heldHolding a directional input and pressing 1, 2 or 1+2 will play different voicelinesYoshimitsu must rest his arms before he can move, this animation takes 30 frames, this animation does not occur when using NSS.d+1+2High crush 1~Floating state 1~ | IND | |||||||
| Indian Stance Vaccum Dance IND.f › | If closer than 1.75 units, recovers r49, 1 unit behind the opponentIf in BT.IND closer than 1.75 units, recovers r49, 4.2 units away from the opponentIf farther than 1.75 units, recovers r49 BT in the same locationEvasive, can go under some attacksFloating state 1~50 | ||||||||
| Indian Stance Healing IND.n › | Recovers 3 recoverable health with each pulseCan be cancelled into other IND movesInputting 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 outHigh crush 1~Floating state 1~ | IND | |||||||
| Indian Stance Cancel IND.u › | Evasive, can go under some attacks if timedFloating state 1~29 | ||||||||
| Indian Stance Manji Dragonfly IND.u+1+2 › | Unavailable in NSSLow crush 1~ | DGF |
KIN Stance
| Command | Hit Level | Damage | Startup | Block | Hit | CH | Active | Notes | Transitions |
|---|---|---|---|---|---|---|---|---|---|
| KIN.1 › | m | 10 | i17 | -12 | -1 | 1 | Floor BreakWeapon2 chip damage on block in NSSH.KIN.1: Consumes 90F of remaining Heat time | ||
| Doushi Kiri KIN.1,1 › | m, m,m | 10, 5,15 | i17, i23~24i14~15 | -9 | +7c | 1,2,2 | Floor BreakWeaponCombo from 1st hit with 2f delayPower up in NSS or Heat | ||
| KIN.1,NSS.1 › | m, m,m | 10, 5,20 | i17, i23~24i14~15 | -1 | +37a (+29) | 1,2,2 | Balcony BreakFloor BreakWeaponCombo from 1st hit with 2f delay4 chip damage on blockRecovers 1 base health or 6 additional recoverable health on hitRecovers 1 base health when remaining recoverable health is 5 or less | ||
| KIN.2 › | m | 15 | i21~22 | -14 | +26a (+16) | 2 | Weapon | ||
| Tenshu Kuzushi KIN.2,1+2 › | m, M | 15, 30 | i21~22, i32~34 | -15~-13 | +2a | 2,3 | Balcony BreakFloor BreakWeapon6 chip damage on blockPower in NSS or Heat-3d on backturned hit | ||
| Tenshu Kuzushi (Hold) KIN.2,1+2* › | m, M | 15, 30 | i21~22, i47~49 | +2~+4 | +2a | 2,3 | Balcony BreakFloor BreakWeapon9 chip damage on blockPower in NSS or Heat-3d on backturned hit | ||
| KIN.2,NSS.1+2 › | m, M | 15, 30 | i21~22, i32~34 | -3 | +15a | 2,3 | Balcony BreakFloor BreakWeapon9 chip damage on blockRecovers 5 base health or 10? additional recoverable health on hitRecovers 1 base health on hit when remaining recoverable health is 7 to 12Recovers 5 additional total health on hit when remaining recoverable health is 6 or less (recoverable + base -> 5)+15d on backturned hitKIN.2,H.1+2: Consumes 90F of remaining Heat time | ||
| KIN.2,NSS.1+2* › | m, M | 15, 30 | i21~22, i47~49 | +11 | +69a (+49) | 2,3 | Balcony BreakFloor BreakWeaponGuard Break12 chip damage on blockRecovers 1 base health or 6 additional recoverable health on hitRecovers 1 base health when remaining recoverable health is 5 or less+26d (+26) on airborne hit+40a on backturned hitKIN.2,H.1+2: Consumes 210F of remaining Heat time | ||
| Shibakari KIN.3 › | L | 17 | i25~32 | -16~-9 | +13a | +25a | 8 | Low crush 10~20Floating state 21~23High crush 24~ | FC |
| Whirlwind KIN.4 › | h | 23 | i16~17 | +0 | +20a (+11) | +49a | 2 | HomingBalcony BreakEnter KIN +3 +23a (+14) r26 with 1+2Enter MED -1 +19a (+10) r28 with 3+4 | KIN,MED |
| Ashura Blade KIN.1+2 › | m,m,m,m | 4,4,4,24 | i12~13i6~7i7~8i11~13 | -6 | +11a | 2,2,2,3 | Floor BreakWeaponCombos from any hitDespite being i12, it always connects on i13 after f,F+3,1+2 on hitLow crush 25~39Floating state 40~42 | BT | |
| Kincho Soul Stealer KIN.1+4 › | m | 20 | i10~13 | -20 | +14c | 4 | Weapon70% proration on standing hitRecovers 12f faster on hitHit vs BT +11d (FDFT)Power up in NSS or HeatCan be done from Crouch Level 1 | ||
| KIN.b+2 › | m | 15 | i15~16 | -9 | +2 | 2 | Weapon | ||
| Ikaruga KIN.b+2,1 › | m, M | 15, 19 | i15~16, i23~24 | -12 | +30a (+20) | 2,2 | TornadoWeaponCombo from 1st hit | ||
| Mumyo Juji Ken KIN.b+1+2 › | m! | 25 | i46 | +6a | 1 | WeaponBackswing blowUnavailable in NSSMove is delayed by 5f | |||
| Ishigaki Kuzushi KIN.d+1 › | L | 20 | i23~24 | -13 | +3 | +38a | 2 | WeaponCancel to r34 FC with DB on frame 16High crush 22~ | FC,FC |
| Kincho Forward Dash KIN.f › | High crush 5~25 | KIN | |||||||
| Submission Chakram KIN.f+1 › | M,M,M | 6,6,10 | i19~20i6~7i7~8 | -5 | -2 | 2,2,2 | WeaponCombos from any hit8 chip damage on blockPowers in NSS or Heat | ||
| Submission Chakram (Hold) KIN.f+1* › | M,M,M,M,M,M | 6,6,6,6,6,10 | i19~20i6~7i7~8i6~7i7~8i7~8 | -12 | +29a (+14) | 2,2,2,2,2,2 | WeaponCombos from any hit14 chip damage on blockPowers in NSS or Heat | ||
| Ganto KIN.f+2 › | h | 25 | i12~13 | -1 | +9a (+0) | 2 | Heat EngagerHeat Dash +5, +43d (+35)HomingBalcony BreakWeapon | ||
| Oyashiro Kuzushi KIN.f+1+2 › | m | 20 | i24~25 | +14c | +14c | +49a | 2 | WeaponTransition to FLE on hit or block onlyPower up in NSS or HeatLow crush 8~ | FLE |
| Kincho Manji Dragonfly KIN.u+1+2 › | Can be counterhit on frames 1~19Low crush 14~ | DGF |
MED Stance
| Command | Hit Level | Damage | Startup | Block | Hit | CH | Active | Notes | Transitions |
|---|---|---|---|---|---|---|---|---|---|
| MED.1 › | |||||||||
| Back Handspring MED.3 › | m,M | 15,15 | i17~28i28~39 | +2~+13 | +43a | 12,12 | Floor BreakBT.d+3 is guaranteed on meaty block1st hit only connects if the opponent is close enoughLow crush 14~41Floating state 42~44 | BT | |
| Meditation Healing MED.1+2 › | m! | 10 | i30~34 | -1a | 5 | Recovers 12 base health | |||
| Meditation Backturned Flash MED.1+4 › | m | 20 | i6~9 | -20 | +14c | 4 | Weapon70% proration on standing hitRecovers 12f faster on hitHit vs BT +11d (FDFT)Power up in NSS or HeatCan be done from Crouch Level 1 | BT | |
| Meditation to Backturn MED.3+4 › | BT | ||||||||
| MED.d › | Transitions into sidewalk with held input | ||||||||
| MED.f › | Transition to BT with 3+4Can be cancelled into instant while standingCloses distance with the opponent | BT | |||||||
| Heal Pulse MED.n › | May be canceled into another MED moveat 26-28 frames into the animation:Restores recoverable health successively+1 health (1st pulse)+2 health (2nd pulse)+3 health (3rd onward) | MED |
NSS Stance
| Command | Hit Level | Damage | Startup | Block | Hit | CH | Active | Notes | Transitions |
|---|---|---|---|---|---|---|---|---|---|
| Spirit Spinner NSS.1+2+3 › | h | 25 | i22~40 | -18~+0 | +26d (-32) | +16~+34 | 19 | Balcony Break | IND |
| Soul Stealer NSS.1+4 › | m | 20 | i8~11 | -20 | +14 +64a | 4 | Strong Aerial TailspinWeaponKnockdown against BT opponent, +19a (+9)4 chip damage on blockRecovers 1 base health or 6 additional recoverable health on hitCan be done from Crouch Level 1H.1+4: Consumes 300F of remaining Heat time | ||
| NSS.BT.d+1 › | l | 15 | Yoshimitsu remains in NSS | ||||||
| NSS.FC.DF+1 › | l | 12 | i25~26 | -16 | +27a | 2 | High crush 1~34 | NSS | |
| Agonbaku NSS.FC.DF+1,2 › | l, L | 12, 20 | i25~26 | -14 | +14 | 2 | Floor BreakCombo from 1st hitInterrupt with i7 from 1st blockHigh crush 1~45 | NSS | |
| Spinning Cleave NSS.FC.df+3 › | L | 12 | i20~21 | -26 | +67a (+51) | 2 | High crush 1~ | FC | |
| NSS.IND.1 › | M | 15 | i48~51 | -8c | +5a | 4 | Floor BreakSame animation as the ending of NSS.qcf+1Low crush 30~52Floating state 53~55 | NSS | |
| NSS.KIN.1+4 › | m | 20 | i12~15 | -20 | +14 +64a | 4 | Strong Aerial TailspinWeaponKnockdown against BT opponent, +19a (+9)4 chip damage on blockRecovers 1 base health or 6 additional recoverable health on hitCan be done from Crouch Level 1H.1+4: Consumes 300F of remaining Heat time | ||
| NSS.KIN.d+1 › | L | 17 | i23~24 | -13 | +3 | +38a | 2 | Cancel to r34 FC with DB on frame 16High crush 22~ | FC,FC |
| NSS.KIN.f+1 › | M,M,M | 6,6,12 | i19~20i6~7i7~8 | -5 | +18a (+11) | 2,2,2 | WeaponCombos from any hit8 chip damage on blockRecovers 1 base health or 6 additional recoverable health on hitRecovers 1 base health when remaining recoverable health is 5 or lessH.KIN.f+1: Consumes 90F of remaining Heat time | ||
| NSS.KIN.f+1* › | M,M,M,M,M,M | 6,6,6,6,6,12 | i19~20i6~7i7~8i6~7i7~8i7~8 | -9 | +29a (+14) | 2,2,2,2,2,2 | WeaponCombos from any hit14 chip damage on blockRecovers 5 base health or 10 additional recoverable health on hitRecovers 1 base health on hit when remaining recoverable health is 10-15Recovers 2/3/4 base health on hit when remaining recoverable health is 9-8/7-6/5-4Recovers 5 base health on hit when remaining recoverable health is 3 or lessH.KIN.f+1: Consumes 90F of remaining Heat time | ||
| God Slayer NSS.KIN.f+1+2 › | m | 20 | i24~25 | +14c | +14c | +49a | 2 | WeaponTransition to FLE on hit or block onlyRecovers 1 base health or 6 additional recoverable health on hitRecovers 1 base health when remaining recoverable health is 5 or lessH.KIN.f+1+2: Consumes 90F of remaining Heat timeLow crush 8~ | FLE |
| Thunder Palm Strike NSS.b,B+1+4 › | m! | 40 | i65~70 | -3a (-12) | +29a (-18) | 6 | Balcony Break | NSS | |
| Thunder Palm Strike Feint to Soul Stealer NSS.b,B+1+4,B › | m | 20 | i65~70, i22~25 | -20 | +14 +64a | 6,4 | Strong Aerial TailspinWeaponKnockdown against BT opponent, +19a (+9)4 chip damage on blockRecovers 1 base health or 6 additional recoverable health on hitCan be done from Crouch Level 1H.1+4: Consumes 300F of remaining Heat time | ||
| Battou Kakugo NSS.b+1+2 › | High crush 8~50 | ||||||||
| Manji Shagapan NSS.db+1 › | sl | 5 | i10 | -5 | +6 | 1 | Transition to Standing with f+6c on crouching hitHigh crush 4~ | FC | |
| Moonlight (Simple Input) NSS.df+1+4 › | m | 19 | i20~21 | -17 | +35a (+25) | 2 | Enter KIN r37 with 1+2Can be bufferedCan be performed in FCPower up input NSS.f,n,d,df+1Replaced by 1SS.df+1+4 when performed in BTLow crush 20~42Floating state 43~45 | KIN,NSS | |
| Quick Chop NSS.d+1 › | M | 24 | i24~25 | -9 | +16a | +52a | 2 | Floor BreakWeaponRecovers 1 base health or 6 additional recoverable health on hitRecovers 1 base health when remaining recoverable health is 5 or less9 chip damage on blockInput can be held to transition to d+1H.d+1: Consumes 90F of remaining Heat time | d+1* |
| No Sword Stance > Indian Stance NSS.d+1+2 › | High crush 7~Floating state 7~ | IND | |||||||
| Unfinished Business NSS.d+1+4 › | Yoshimitsu is invisible on frames 50~64, but can still be hitTransition to 1SS.IND with DTransition to DGF with U | 1SS.IND,DGF,NSS | |||||||
| Moonlight NSS.f,n,d,df+1 › | m | 19 | i17~18 | -17 | +35a (+25a) | 2 | WeaponCan be bufferedEnter KIN r30 with 1+2Can be performed from FCLow crush 17~39Floating state 40~42 | KIN,NSS | |
| Nine-Headed Dragon NSS.f+1+2 › | M | 29 | i20 | -7 | +29a (+3) | 1 | Heat EngagerHeat Dash +5, +62a (+42)Balcony BreakWeapon8 chip damage on blockRecovers 1 base health or 6 additional recoverable health on hitRecovers 1 base health when remaining recoverable health is 5 or lessExtended rangeH.f+1+2: Consumes 270F of heat timer during heatSteel pedal | ||
| * Bull Rush * Chariot Tackle NSS.f+3+4 › | m | 20 | i21~25 | -13~-9 | +20a (+11) | 5 | Balcony BreakHeadCancel to r55 BT with bEnter IND +12a (+3) r29 with d+3+4 on hitAutomatically recovers to r55 IND on self-wallsplatRecovers 12f faster on hit+20a on side hit | BT,IND,NSS | |
| Moonsault NSS.qcf+1 › | M | 30 | i53~56 | -8c | +5a | 4 | Floor BreakCan be bufferedCan be performed in FCLow crush 10~55Floating state 56~58 | NSS | |
| NSS.ub+1 › | m | 21 | i25~26 | -5 | +4c | 2 | Floor BreakLow crush 9~27Floating state 28~30 | NSS | |
| Spinning Finger Stab NSS.ub+1+3 › | m! | 50 | i51~65 | -23 | 15 | Punishable on close hit with FUFT.3 | NSS | ||
| Face Slapper NSS.ub+1+3,1+2 › | m!, h | 50, 15 | i51~65, i18~19 | -15 | -4 | +45a | 15,2 | Floor Break | NSS |
| Index Poke Windmill NSS.ub+1+3,n,1 › | m!, h! | 50, 40 | i51~65, i20~105 | -49a (-75) | 15,86 | Balcony BreakCancel to r94 with B on frame 64 | NSS | ||
| Soul Blade Yoshimitsu NSS.ub+1+2 › | M | 30 | i24~25 | -8c | +16a (+6) | 2 | Balcony BreakWeapon12 chip damage on blockClean hit 39 damageRecovers 1 base health or 6 additional recoverable health on hitRecovers 1 base health when remaining recoverable health is 5 or less-12c if blocked at tip rangeH.ub+1+2: Consumes 180F of remaining Heat time | ||
| Safe Heron Jump NSS.uf+1+3 › | Low crush 9~35Floating state 36~38 | FC | |||||||
| NSS.u+1 › | m | 24 | i25~26 | -4 | +5c | +15a | 2 | Floor BreakLow crush 9~27Floating state 28~30 | NSS |
| Ishiusu Tsubushi NSS.u+1+2 › | L | 18 | i27~29 | +5 | +21g | 3 | Floor BreakCan't be low parriedOpponent recovers crouchingLow crush 9~24Floating state 25~ | IND |
WFL Stance
| Command | Hit Level | Damage | Startup | Block | Hit | CH | Active | Notes | Transitions |
|---|---|---|---|---|---|---|---|---|---|
| Sakanobori WFL.3 › | m | 25 | i17 | -16 | +2a (-7) | 1 | Balcony BreakClean hit, 1st hit 25 > 37 damageTransition to attack throw on close standing hit, +15a r43 FLE and 20 extra damageCan side switch on throw hitLow crush 1~ | FLE | |
| Tsurubebi WFL.4 › | L | 15 | i23~24 | -9 | +15c | 2 | Transition to r24 IND on hit onlyLow crush 1~12High crush 12~Floating state 13~ | IND,FUFT |
Fighter Profile
Trickster
Expert
Weak to: Step Left
Overview
Flash, evasion and unblockable setups; risky defensive reads and complex tools demand study.
Heat System
His heat smash is massive damage with a wallbreak and huge range, while "f+1+2" becomes the longest-reaching launcher in the game with amazing tracking. "3,1" in heat also turns into an extremely fast whiff punisher that launches.
Strengths
Manji Spins and Flash: panic tools that are better than every other character'sLong-reaching keepout: consistent keepout tools that make this a reliable game planConfusing okizeme: endlessly confusing and better than every other character'sImproved stances in T8: real 50/50s and plus frames, much better than in older games
Weaknesses & Counterplay
Needs stances for real 50/50s or mixupsStruggles to crack turtling opponentsPokes have mediocre plus frames or mediocre situations on hithis keys moves should sidestepped to his right sideStruggles to get plus frames from lows
Game Plan
Play keepout first: use your long reach and panic tools to control space and make the opponent scared to approach.Mix between high-damage launchers and gimmicks, but don't stay gimmicky too long or you'll get punished.Use stances to create real 50/50s, but be careful: without stances you don't have a strong mixup game.Watch your sidestep weakness — opponents can step to your right, so keep that in mind when committing.Don't try to out-neutral turtles: force them into your keepout or stance pressure instead.
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 a fast homing move and extremely good. Use it to confuse opponents, entering off "db+3,3" or "FC df+4".No Sword Stance (NSS) — enter: Manually with "b+1+2" or by holding back after certain moves. — Switches up your movelist, including your punishers.Kincho (KIN) — enter: Manually with "1+2" or by holding "1+2" after certain moves. — Good for pressure, but a little slow. Best used after "f,f+3" or in okizeme situations.Flea (FLE) — enter: Manually with "d+1+2". — Best entered via "KIN f+1+2" on block or "uf+1,1" on hit. Slow manually, but good for confusing the opponent.