Yoshimitsu, official Tekken 8 character render
Render: Bandai Namco Entertainment
Tekken 8 frame data · character

Yoshimitsu

198 moves you can start on your own, 114 follow-ups inside strings, and 20 stances they come out of. Ask the table a question rather than reading it top to bottom.

Moves
198
Launchers
148
Fastest
i6
Safe
128
Lows
35
Mids
174
Highs
48
Homing
0
Tornado
32
Heat engagers
8
Fastest move
1+4

You blocked it. What does Yoshimitsu get?

Pick how minus they were.

Blocked standing

Anything Yoshimitsu can start from neutral inside the window.

  • uf+1+2 Rainbow Drop throw i11 40
  • 1+3 Oni Killer throw i12 35
  • 2+4 Sword Face Smash throw i12 35
  • 1+4 Soul Stealer i6 20
  • 2 Right Jab i11 10
  • 1 Jab i10 5

Blocked a low

You are crouching, so the punish comes out while you rise — the ws moves.

  • ws4 Toe Smash i11 14
  • ws1 i13 12

Sorted by damage, highest first, and the top one at each window is marked. Frames are necessary and not sufficient: pushback is not in the source, so a move listed here can still whiff at the distance the blocked attack left you at.

198 of 312 rows
Input Name Level Startup Block Hit CH Damage
FLE.nFLE Flea Idle Balcony Break M i2~60 -18~ +48a (+38a) — 7
1+4 Soul Stealer Weapon m i6~9 -20 +14c — 20
MED.1+4MED Meditation Backturned Flash Weapon m i6~9 -20 +14c — 20
NSS.1+4NSS Soul Stealer Strong Aerial Tailspin m i8~11 -20 +14 +64a — 20
1 Jab Recovers 2f faster on hit or block (t27 r17) h i10 1 8 — 5
FLE.dFLE Flea Digger Strike Evades jabs from frames 4-14 M i10 — +31a (+24) — 0
hFC.1hFC — Transition to r24 with f sl i10 -5 6 — 5
KIN.1+4KIN Kincho Soul Stealer Weapon m i10~13 -20 +14c — 20
NSS.db+1NSS Manji Shagapan Transition to standing r24 with f at frame 25 sl i10 -5 6 — 5
2 Right Jab h i11 -1 5 8 10
hFC.2hFC — sl i11 -4 5 — 8
uf+1+2 Rainbow Drop Floor Break t i11 0 1 — 40
ws4 Toe Smash Enter KIN r24 with 1+2 m i11~12 -6 5 — 14
1+3 Oni Killer Homing t i12~14 -3 +1d — 35
2+4 Sword Face Smash Homing t i12~14 0 1 — 35
4 Magic 4 Balcony Break (airborne) h i12~13 -11 0 +20a (+10) 16
d+4 Toe Check l i12 -15 -4 — 6
df+4 Side Kick Recovers 2f faster on hit or block m i12 -7 4 — 15
hFC.d+4hFC — l i12 -15 -4 — 6
KIN.1+2KIN Ashura Blade Floor Break m,m,m,m i12~13 i6~7 i7~8 i11~13 -6 +11a — 4,4,4,24
KIN.f+2KIN Ganto Heat Engager h i12~13 -1 +9a (+0) — 25
NSS.KIN.1+4NSS.KIN — Strong Aerial Tailspin m i12~15 -20 +14 +64a — 20
df+1 Tsuka Atemi m i13 -4 5 — 14
ws1 — m i13~14 -10 1 6 12
b+2 — Enter KIN r27 with 1+2 m i14~15 -9 2 — 12
f,n,d,df+2 Flashing Steel Balcony Break m i14~15 -13 +6g +58a (+38) 20
1+2,P Guillotine Crow Trap M,M i15~18 i3~6 +1c~+4c +14a — 10,12
3 Enma m i15~16 -9 5 — 12
BT.1BT — Elbow h i15 -3 8 — 16
d+3 Low Sweep Most commonly impacts on frame 16, except when tracking right L i15~17 -18~-16 -4~-2 — 12
db+2 — m i15 -5 6 — 8
df+2 Basic Uppercut +4s against crouching m i15~16 -7 +34a (+24) — 13
f,F+2 Sword Smash Elbow m i15 -9 4 — 15
f,F+4 Fubuki Balcony Break m i15~16 -6 +37a (+23) — 20
KIN.b+2KIN — Weapon m i15~16 -9 2 — 15
qcb,f+2 Soul Possession Unbreakable t i15~16 — 0 — 0
qcf+2 Soul Siphon Throw break 1+2 t i15~16 0 0 — 22
uf+3 Rising Knee Knee m i15 -13 +32a (+22) — 15
ws2 Exorcism Fist Balcony Break (airborne) m i15~16 -4 7 — 13
2+3 Heat Burst Heat Burst m i16 1 +2c — [12;12]
BT.2BT Manji Backfist 2 Balcony Break h i16~17 -4 +14g +39a 18
d+2 — Weapon M i16~17 -9~-8 +0~+1 — 12
DGF.2DGF Dragonfly Fist h i16~18 4 +13s — 15
DGF.f+1+2DGF Red Spider Lily Homing h,h,h i16~17 i11~12 i11~12 -2 +18a (+9) — 9,9,18
f+3 Oni Kick Homing h i16~17 -9 +17a (+8) — 24
H.DGF.f+1+2H.DGF Red Spider Lily (Heat) Homing h,h,h i16~17 i11~12 i11~12 4 +18a (+9) — 10,10,20
hFC.d+3hFC — L i16 -17 -6 — 10
KIN.4KIN Whirlwind Homing h i16~17 0 +20a (+11) +49a 23
SS.2SS Shrine Tornado m i16~17 -13 +28a (+18) — 22
ws3 — m i16 -6 3 — 12
3~4 Tobi Ushiwaka Jail from 1st attack m,m i17~18 i28~29 -6 3 — 6,22
b+1 — Can transition to Spinning Evade with b+3 or b+4 h i17 1 7 12 8
BDS.3BDS Backflip Kick Can hit from the front of the opponent attacks into it m i17~30 -15~-2 -13~+0 — 23
BT.d+1BT Shisetsu Genman Weapon L i17~18 -13 3 +38a 20
db+4 Nozuchi Fumi L i17 -12 -1 — 14
df+2+3 Flashing Steel (Simple Input) Balcony Break m i17~18 -13 +6g +58a (+38) 18
df+3 — m i17~18 -4 4 — 10
f,n,d,df+1 Gehosen Weapon M i17~18 -17 +35a (+25a) — 22
f+2 Manji Backfist Balcony Break h i17~18 -4 +14g +39a 18
FLE.f,fFLE Running Flea Combos from any hit M,M,M,M,M i17~19 i6~8 i5~7 i6~8 i6~8 -10 1 — 3,3,3,3,3
IND.3+4IND Indian Tobi Ushiwaka Homing m,m i17~18 i10~11 -6 3 — 6,22
KIN.1KIN — Floor Break m i17 -12 -1 — 10
MED.3MED Back Handspring Floor Break m,M i17~28 i28~39 +2~+13 +43a — 15,15
NSS.f,n,d,df+1NSS Moonlight Weapon m i17~18 -17 +35a (+25a) — 19
SS.1SS Inner Palm Sidestep adds minimum 9f, effective startup i26~27 m i17~18 -9 2 [[Yoshimitsu_combos#Staples|+27a (+17)]] 21
uf+1 — Weapon m i17 -10 +2c — 10
WFL.3WFL Sakanobori Balcony Break m i17 -16 +2a (-7) — 25
db+3 — l i18~19 -25 -14 — 8
DGF.4DGF Dragonfly Twister Heat Engager m i18~20 -4 +14g — 24
f+4 Toita Daoshi Balcony Break m i18 -13 +21a (+11) — 20
FLE.1+2FLE Skull Splitter Tornado m i18~19 -9 4 +31a (+21) 16
H.2+3H Divine Sword Kagekiyo Heat Smash M,m,m,m i18~19 4 -3d — 51
hFC.db+3hFC — Leads to db+3 extensions l i18~19 -25 -14 — 8
hFC.df+4hFC Knee Cap Homing L i18~19 -26 +4c +31a 18
KIN.f+1KIN Submission Chakram Weapon M,M,M i19~20 i6~7 i7~8 -5 -2 — 6,6,10
KIN.f+1*KIN Submission Chakram (Hold) Weapon M,M,M,M,M,M i19~20 i6~7 i7~8 i6~7 i7~8 i7~8 -12 +29a (+14) — 6,6,6,6,6,10
NSS.KIN.f+1NSS.KIN — Weapon M,M,M i19~20 i6~7 i7~8 -5 +18a (+11) — 6,6,12
NSS.KIN.f+1*NSS.KIN — Weapon M,M,M,M,M,M i19~20 i6~7 i7~8 i6~7 i7~8 i7~8 -9 +29a (+14) — 6,6,6,6,6,12
df+1+4 Gehosen (Simple Input) Weapon M i20~21 -17 +35a (+25) — 20
DGF.3+4DGF Spirited Away Floor Break h!,t i20~21 — 0 — 17,18
DGF.f+2DGF Dragonfly Slash Homing h i20~21 7 +19a (+10) +64a (+44) 23
f+1+2 Kuzuryu Heat Engager M i20 -12 +8a (-1) — 23
NSS.df+1+4NSS Moonlight (Simple Input) Enter KIN r37 with 1+2 m i20~21 -17 +35a (+25) — 19
NSS.f+1+2NSS Nine-Headed Dragon Heat Engager M i20 -7 +29a (+3) — 29
NSS.FC.df+3NSS.FC Spinning Cleave L i20~21 -26 +67a (+51) — 12
R.df+1+2R Trailokya Pilgrimage Rage Art m,t i20 -18 +0d — 55+
ub+4 Avoiding the Puddle Balcony Break m i20~22 -19 +12a (+2) — 17
uf+4 Avoiding the Puddle Homing m i20~22 -9 +22a — 21
BDS.1BDS Poison Breath h! i21~40 — +32a~+51a — 25
f+3+4 Kamikaze Balcony Break m,M,M,M i21~25 -13~-9 -8a (-15) — 18,3,3,3
KIN.2KIN — Weapon m i21~22 -14 +26a (+16) — 15
NSS.f+3+4NSS <div class="dotlist"> * Bull Rush * Chariot Tackle </div> Balcony Break m i21~25 -13~-9 +20a (+11) — 20
1+2+3 Spirit Shield Weapon m i22~40 -8~+10g +0~+18 +16~+34 0
b,B+1+4,B Thunder Blade Feint to Soul Stealer Weapon m i22~25 -20 +14c — 20
DGF.3DGF Dragonfly Sweep Airborne attack, can&#039;t be low parried L i22~23 -13 +6c +28a 18
f,f,F+3 Manji Kick Balcony Break M i22~23 +5g +13a (+3) — 30
f,F+1+2 Solar Kick Floor Break m i22~24 -8 +3c — 22
f,F+3+4 Reverse Cartwheel Floor Break m i22~24 -20 -9c — 15
NSS.1+2+3NSS Spirit Spinner Balcony Break h i22~40 -18~+0 +26d (-32) +16~+34 25
f,F+3 Iwatsubute Enter KIN r25 +3 +12 with 1+2 m i23~24 -4 5 — 20
KIN.d+1KIN Ishigaki Kuzushi Weapon L i23~24 -13 3 +38a 20
NSS.KIN.d+1NSS.KIN — Cancel to r34 FC with DB on frame 16 L i23~24 -13 3 +38a 17
WFL.4WFL Tsurubebi Transition to r24 IND on hit only L i23~24 -9 +15c — 15
BT.3BT Perilous Spirit Floor Break m i24~26 -3~-1 +11a — 20
d+1 Quick Slash Floor Break M i24~25 -9 +1c +6a 15
FLE.2FLE Flea > Sliding Headbutt Side switches on close hit L i24~28 -12~-8 +30a — 20
KIN.f+1+2KIN Oyashiro Kuzushi Weapon m i24~25 +14c +14c +49a 20
NSS.d+1NSS Quick Chop Floor Break M i24~25 -9 +16a +52a 24
NSS.KIN.f+1+2NSS.KIN God Slayer Weapon m i24~25 +14c +14c +49a 20
NSS.ub+1+2NSS Soul Blade Yoshimitsu Balcony Break M i24~25 -8c +16a (+6) — 30
u+1 Helmet Strike Floor Break m i24~25 -4 +5c +50a 20
ub+1 — Floor Break m i24~25 -5 +4c — 17
ub+1+2 Cleansing Sword Yoshimitsu Balcony Break M i24~25 -8c +27a (+17) — 25
4~3 Kangaroo Kick Tornado m i25~26 -13 +52a (+42) — 25
FLE.3+4FLE Flea > Kangaroo Kick Tornado m i25~26 -13 +52a (+42) — 25
KIN.3KIN Shibakari L i25~32 -16~-9 +13a +25a 17
NSS.FC.DF+1NSS.FC — l i25~26 -16 +27a — 12
NSS.u+1NSS — Floor Break m i25~26 -4 +5c +15a 24
NSS.ub+1NSS — Floor Break m i25~26 -5 +4c — 21
db+1 — Unavailable in NSS L i26~28 -11~-9 +4~+6 +7~+9 12
FC.DF+1FC <div class="dotlist"> * Sword Sweep * Samurai Cutter </div> Weapon l! i26 — +70a (+54) — [12;12]
NSS.u+1+2NSS Ishiusu Tsubushi Floor Break L i27~29 5 +21g — 18
qcf+1 Moonsault Slayer Floor Break h,h,M i28~34 i37 i58~60 +0~+2 +30a — 24,15,35
d+1+4 Harakiri Weapon m! i29~30 — -32a — 60
DGF.1DGF Dragonfly Blade Floor Break M i30~31 -2c +10a +46a 22
FLE.ufFLE Jumping Flea Balcony Break m i30~45 +10g~25g +32a — 25
H.DGF.1H.DGF Dragonfly Blade (Heat) Floor Break M i30~31 2 +30d +46a 26
MED.1+2MED Meditation Healing Recovers 12 base health m! i30~34 — -1a — 10
uf+3+4 Poison Wind Floor Break M i31~35 -16~-12 -4a — 20
IND.3IND — Balcony Break m i32~38 -31 -2a (-12) — 15
(back to wall).b,b,UB Wall Jump Backflip m i35~38 1 +34d — 21
uf+2 Kurama Itto Weapon L i35~36 -16 +6g +25a 25
FLE.u+3+4FLE Flea > Dragonfly Feint Balcony Break m i38~40 +4~+6 +21a (+12) — 30
IND.2IND Indian Stance Stone Fists Leads to db+2 extensions m i39~43 -8~-5 +2~+6 — 7
u+3+4 Guillotine Crow Kick Floor Break M,M i39~42 i3~6 +1c~+4c +24a — 10,12
f,F+1+4 Suicide Weapon m! i45 — -65a — 60
KIN.b+1+2KIN Mumyo Juji Ken Weapon m! i46 — +6a — 25
IND.4IND Indian Stance Knee Cap Homing L i47~48 -26 +4c +31a 18
NSS.IND.1NSS.IND — Floor Break M i48~51 -8c +5a — 15
ub+1+3 Sword Stab Weapon m! i50~52 — -24 — 40
NSS.ub+1+3NSS Spinning Finger Stab Punishable on close hit with FUFT.3 m! i51~65 — -23 — 50
IND.1IND Indian Stance Storm Floor Break M! i53~55 — +0c~+2c — 15
NSS.qcf+1NSS Moonsault Floor Break M i53~56 -8c +5a — 30
d+1*(1),n Death Slash (1) Floor Break M! i55~56 — +4c +6a 20
uf+1+3,d Death Copter Slice (1) Floor Break M i55~56 -3 +34a — 25
b,B+1+4 Thunder Blade Weapon m! i59~61 — +2a — 50
NSS.b,B+1+4NSS Thunder Palm Strike Balcony Break m! i65~70 — -3a (-12) +29a (-18) 40
uf+1+3&lt;d Death Copter Slice (2) Floor Break M i83~84 -1 +34a — 30
uf+1+3,b Death Copter Trick Floor Break M! i93~94 — +24a — 35
d+1*(2),n Death Slash (2) Floor Break M! i99~100 — +4c +6a 25
uf+1+3 Death Copter Floor Break M! i113~114 — +30a — 40
d+1*(3),n Death Slash (3) Floor Break M! i130~131 — +4c +6a 30
d+1*(4),n Death Slash (4) Floor Break M! i179~180 — +16a +52a 40
d+1*(5),n Death Slash (5) Floor Break M! i214~215 — +16a +52a 60
d+1*(6),n Death Slash (6) Floor Break M! i249~250 — +16a +52a 200
1+2 Kincho Transition to r17 FC with D — — — — — —
1+2+3+4 Ki Charge Can&#039;t block for 5 seconds — — — — — —
3+4 Meditation Yoshimitsu recovers in BT — — — — — —
b+1+2 <div class="dotlist"> * No Sword Stance * Mutou no Kiwami </div> Cannot block during transition — — — — — —
b+3 — 8 self-damage — — — — — —
Back throw Tornado Drop Floor Break t — — +1d — 50
d+1+2 Flea Unavailable in NSS — — — — — —
d+3+4 Indian Stance All stance moves are bufferable — — — — — —
DB+1+2 Bad Stomach (BDS) Continues as long as DB is held — — — — — —
DGF.1+2DGF Manji Dragonfly > Flea — — — — — —
DGF.d+3+4DGF Manji Dragonfly > Indian Stance — — — — — —
DGF.fDGF Dragonfly Forward realigns with opponent, creates distance — — — — — —
FLE.1FLE Flea Roll — — — — — —
FLE.3FLE Flea Dance Evades like a sidestep — — — — — —
FLE.dFLE Flea Digger Evades jabs from frames 4-14 — — — — — —
FLE.d+3+4FLE Flea > Indian Stance — — — — — —
FLE.dbFLE Flea Cancel — — — — — —
FLE.fFLE Flea Step (WFL) In WFL from frames 2?-32? — — — — — —
FLE.f+2FLE Flea to Dragonfly Slash — — — — — —
FLE.u+1+2FLE Flea > Manji Dragonfly — — — — — —
FUFT.d+3+4FUFT Indian Stance Healing — — — — — —
IND.1+2IND Indian Stance Flea Unavailable in NSS — — — — — —
IND.D+3+4*IND Indian Levitation Allows 8-way directional movement in IND — — — — — —
IND.fIND Indian Stance Vacuum Dance If closer than 1.75 units, recovers r49, 1 unit behind the opponent — — — — — —
IND.nIND Indian Stance Healing Recovers 3 recoverable health with each pulse — — — — — —
IND.uIND Indian Stance Cancel Evasive, can go under some attacks if timed — — — — — —
IND.u+1+2IND Indian Stance Manji Dragonfly Unavailable in NSS — — — — — —
KIN.fKIN Kincho Forward Dash — — — — — —
KIN.u+1+2KIN Kincho Manji Dragonfly Can be counterhit on frames 1~19 — — — — — —
Left throw Wheels of Hell Throw break 1 t — -3 +0d — 45
MED.1MED — — — — — — —
MED.3+4MED Meditation to Backturn — — — — — —
MED.dMED — Transitions into sidewalk with held input — — — — — —
MED.fMED — Transition to BT with 3+4 — — — — — —
MED.nMED Heal Pulse May be canceled into another MED move — — — — — —
NSS.b+1+2NSS Battou Kakugo Cannot block during transition — — — — — —
NSS.BT.d+1NSS.BT — Yoshimitsu remains in NSS l — — — — 15
NSS.d+1+2NSS No Sword Stance > Indian Stance — — — — — —
NSS.d+1+4NSS Unfinished Business Yoshimitsu is invisible on frames 50~64, but can still be hit — — — — — —
NSS.uf+1+3NSS Safe Heron Jump — — — — — —
Right throw Neck Breaker Throw break 2 t — -3 -3d — 40
(Tackle reverse) — Available only after reversing Ultimate Tackle with 1+2 t — +0d — — 25
u+1+2 Manji Dragonfly Cancel to r12 with db_d_df (js1~10) — — — — — —

Move data and the published punish tables are imported once from a community frame-data project that releases its text into the public domain (CC0). Numbers are theirs; the grouping, the derived flags and any mistake in them are ours. Character renders are Bandai Namco Entertainment’s, shown to identify the fighter. TEKKEN is a trademark of Bandai Namco Entertainment Inc., which is not affiliated with this site. A dash means the source does not record that column for that move — it is not a zero, and the filters treat it as unknown.