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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.

312 Moves

Normal Moves

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BT Stance

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FC Stance

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H. Stance

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R. Stance

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SS Stance

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BDS Stance

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DGF Stance

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FLE Stance

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FUFT Stance

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IND Stance

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KIN Stance

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MED Stance

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NSS Stance

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WFL Stance

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Fighter Profile
Trickster Expert
Offense
6
Defense
9
Execution
7

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.