Yoshimitsu Move List

Grappling Arts

Command Throw Name Type Damage Escape Properties
(1+3_F+1+3) Devious Plot Front 35 1 #4
(2+4_F+2+4) Sword Face Smash Front 35 2 #4
qcb+1+2 Rainbow Drop Front 47 1+2
(qcf+2_MED 2+3) Soul Siphon Front 22 1+2 #1 #3
(qcb,F+2_MED 2+3~F) Possession Front -35 None #2
[F+] (1+3_2+4) Wheels of Hell Left 15,25 1
[F+] (1+3_2+4) Bulldog Right 40 2
[F+] (1+3_2+4) Tornado Drop Back 50 None
Foot Notes #1 Yoshimistu regains 16 damage points.
#2 Opponent regains 26 damage points.
#3 The throw is not visually espaped but Yoshimitsu will lose 16 points of damage, the opponent gains 22 points.
#4 Can be done from MED.

Basic Arts

Command Move Name Stance Damage Hit Range Properties
1 Jab 5 h
f+1 Forward Jab 6 h
d/b+1 Down Jab RC 5 s
FC+1 Crouch Jab RC 5 s
2 Straight 12 h
d+2 Down Straight RC 8 s
FC+2 Crouch Straight RC 8 s
3 Pirouette Kick 25 h KND
f+3 Pirouette Kick 28 h KND
d+3 Low Spin Kick RC 12 L
FC+3 Crouch Spin Kick RC 12 L
4 Roundhouse 14 h
f+4 Forward Roundhouse 20 h KNDc
d+4 Chin Kick RC 7 l
FC+4 Crouch Chin Kick RC 10 l

Special Arts

Command Move Name Stance Damage Hit Range Properties
d/f+1<1<1<1 Door Knocker 15,12,12,24 mhhm OCb OC
d/f+1,2 Hilt Strike - Backfist 15,12 mh OB
 = D/B+2,2,2,2,2  = Manji Spin Slaps RC 10,10,8,8,6 mmmm #1
b+1,1,1,1,1,1 Stone Fists 10,10,10,10,10,10 hhhhhh #1
 = 3+4  = Evasive Side Spin -8 - #2
WS+1 Quick Upper 12 m
SS+1 Inner Palm 21 m GB JGc
f+1+2 Jail Gate RC 27 m KND
f,f+1+2 Dive Bomb BT 22 m OC
 = (1+4_2+3)  = Soul Siphon 22 T #3
 = F+(1+4_2+3)  = Possession -35 T #3
b+1+2 Ghost Piercing 22 m KND
WS+1+2 Quick Upper 12 m
1+4 Sword Flash 25 m CF
2,1 Reverse One Two 12,8 hh
2,2 Kite Bite 12,10 hh
2<3 Flash Attack 12,21 hh CSc KND
2,d+3 Low Flash Attack RC 12,8 hL
f+2 Backfist 12 h OB
 = D/B+2,2,2,2,2 Manji Spin Slaps RC 10,10,8,8,6 mmmm #1
f,f+2 Ninja Blade Smash 18 m
f,f+2 Ninja Blade Slice BT 18 m CH FCD
 = d+3+4  = Indian Sit INS - -
d/f+2 Step In Upper 13 m JG
D/B+2,2,2,2,2,2 Manji Spin Slaps RC 10,10,8,8,8,6 mmmmm #1
WS+2 Exorcism BT 22 m KND
SS+2 Shrine Lift 20 m JG
BT 2 Backfist 15 h OB
3,3 Ballerina Combo 25,16 hL JG
 = d+3+4  = Indian Sit INS - -
3,4 Zig Zag 25,30 hm KND
3,d/f+3+4 Zig Kangaroo Kick 25,30 mm JG
d/f+3,1 Wood Cutter 20,12 m[!]
D/B+3,3,3,3,3,3 Manji Spin Kicks RC 12,7,7,5,5,5 Llllll #1
 = f+4  = Manji Rising Kick 12 m #2
 = d+3+4  = Indian Sit INS - - #2
u/f+3 Samurai Knee 15 m JG
FC,d/f+3 Lunging Sweep 12 L JG RC
WS+3 Rise Spin Kick 28 h KND
BT 3 Troubled Soul BT 22 m JG
f+3+4 Manji Bull Charge KND 30 m CS
 = ~b  = Charge Cancel - -
 = 3+4  = Indian Sit INS - - #4
f,f+3+4 Shark Attack 30 m
 = 1+2  = Dive Bomb 30 m
   = 3+4    = Kangaroo Kick 30 m JG
u+3+4 Eight Crows 10,12 MM OCb KND
u/f+3+4 Poison Wind 10 M KND
 = b+1  = Stone Fist 2 h
   = 3+4    = Poison Wind 20 M
   = 4    = Manji Flip 15 S KND
     = d/b+1      = Sword Slice 15 [!]
       = D/B        = Sword Delay - -
         = N          = Delayed Sword Slice 15 [!] #6
 = ~1+2  = Dragonfly DGF - -
 = 1+2  = Flea FLE 15 !
 = 3+4  = Kangaroo Kick 30 m JG
 = d+3+4  = Indian Sit INS - -
4~3 Kangaroo Kick 30 m JG
4,4,4 Triple Roundhouse Combo 14,12,21 hhh OSb OS
d/f+4 Side Kick 19 m
(f,f_WR)+4 Fubuki 15 m
(u/f_u_u/b)+4 Avoiding the Puddle 25 m KND
WS+4 Rising Kick 14 m
SS+4 Whirlwind 21 h CSc
 = ~3+4  = Meditation MED - - #5
1+2+3 Spirit Shield - - #7 GB
f,f+1+4 Confusion BT - -
B+3+4,3+4,3+4,3+4,3+4,3+4 Evasive Side Spin -8,-8,-8,-8,-8,-8 -
(d_KND)+3+4 Indian Sit INS - -
(3+4_SS+3+4) Meditation MED - - #8
u,u/b Evasive Backflip - -
b,b,u/b Wall Jump 15 m
Foot Notes #1 Last spin will cause Yoshimitsu to be dizzy and fall down.
#2 Can be done at any time except after the last spin.
#3 When Yoshimitsu gains energy the opponent loses energy, when Yoshimistu loses energy the opponent gains energy.
#4 Move must hit in order to do Indian Sit
#5 Yoshimitsu gains energy.
#6 Damage increases with each extra hop to 23,27,43,65,107. After the 6th hop it damage will be 15 again.
#7 Repels all attacks.

Indian Sit Arts

Command Move Name Stance Damage Hit Range Properties
Moves starting from Indian Sit only - d+3+4 or KND 3+4 - INS
1 Indian Moonsault Slayer 15 [!]
2,D/B+2,2,2,2 Manji Spin Slaps RC 10,10,8,8,6 mmmmm #4
3 Dive Bomb 30 m
 = 3+4  = Kangaroo Kick 30 m JG
4 Kangaroo Kick 30 m JG
N Healing INS - - #1
(f_b) Vacuum Dance - - #3
(d_u) Stand Up - -
3+4? Yoga INS - -
 = Any Direction  = Yoga Slide INS - - #2
Foot Notes #1 Yoshimitsu regains energy.
#2 During Yogo Slide release just one kick button and press 1 or 2 to have Yoshimitsu taunt the opponent.
#3 Close range causes a behind the opponent teleport, 3 or more characters away Yoshimitsu will be BT in the same spot.
#4 Last spin will cause Yoshimitsu to be dizzy and fall down.

Dragonfly Arts

Command Move Name Stance Damage Hit Range Properties
Moves starting from Dragon Fly only - u+1+2 - DGF
1 Dragonfly Blade 15 [!] #1 CF
2 Dragonfly Fist DGF 15 h JG
3 Dragonfly Sweep 22 L JG
4 Dragonfly Twister 25 m OS
Foot Notes #1 CF only occurs at close range.

Meditation Arts

Command Move Name Stance Damage Hit Range Properties
Moves starting from Meditation only - SS+3+4 or 3+4 - MED
(b_f)+1 Turn Around Jab 15 h
1+2 Sword Hilt Healing 10 ! #3 CF
1+4 Harakiri FCD 60 ! #1 CF
 = B+1,1,1,1,1  = Manji Blood Dance 20,28,28,28,30 !!!!! #1
(b_f)+2 Backfist 15 h OB
(b_f)+3 Troubled Soul BT 22 m JG
d/b+(3_4) Chin Kick 12 l
3+4 Manji Backflip BT 15 s JG
b,3+4 Full Back Spin MED - -
b~3+4 Half Back Spin MED - -
(b_f)+4 Meditation Sidekick 25 h
Foot Notes #1 Yoshimitsu receives equal damage.
#2 See Grappling Arts notes.
#3 Yoshimitsu regains energy.

Flea Arts

Command Move Name Stance Damage Hit Range Properties
Moves starting from Flea only - 1+2 - FLE
1+2 Skull Splitter 16 h GB JGc
f+1+2 Roll Out RC - -
u+1+2 Dragonfly DGF - -
(3_4) Flea Side Step FLE 15 [!]
3+4 Kangaroo Kick 30 m JG
f+3+4 Diving Cranium FCD L KND
(d_b)+3+4 Indian Sit INS - -
(f,f_b,b) Running Flea 8_12_15 [!] #1
d Ducking Flea FLE 15 [!]
 = ~f  = Roll Out RC - -
(u/b_u_u/f) Jumping Flea FLE 21 [!]
(b_d/b) Exit Flea - -
Foot Notes #1 Damage of 1st, 2nd or 3rd Running Flea.

Unblockable Arts

Command Move Name Stance Damage Hit Range Properties
d+1 Sword Slice 10 [!]
 = ~N,D/B  = Sword Delay - -
   = N    = Delayed Sword Slice 15 [!] #2 KND
b,b+1 Sword Impale 90 ! CF
 = ~N+1  = Sword Spin 22 ! CF
 = ~1+2  = Ochimusha Hunter 15 (!)
(FC,b+1_D/F,1) Sweep Slice 20 ! JG
qcf+1 Moonsault Slayer 15,28,28 !![!] OC
1+2 Flea FLE 15 [!]
1+2+3+4 Ki Charge - -
 = ~b,f,u,d+1+4  = Poison Sword Spin 1 ! CF
 = ~b,f,u,d+3+4  = Poison Knee Taunt 25,1 m! #6 CS JG
b,b+1+2 Thunder Blade 50 !_(!) #5
d+1+2 Cyclone Lift 12 [!]
D/B+1+2 Poison Death Pose - -
 = (1_2)  = Bad Breath 25 (!) CF
 = (3_4)  = Detoxification 23 m
u/f+1+2 Deathcopter 40 [!]
 = d  = Deathcopter Slash 25_40 [!] #3
 = B  = Deathcopter Trick 35 [!] #4
 = 1+2  = Dragonfly DGF - -
f,f+1+4 Confusion BT - -
 = ~(F_D_B_U)  = Harakiri PLD 100 ! #1 CF
   = f,f    = Double Harakiri PLD 100 ! #1 CF
d+1+4 Harakiri SLD 60 ! #1
 = B+1,1,1,1,1  = Manji Blood Dance 20,28,28,28,30 !!!!! #1 CF
Foot Notes #1 Yoshimitsu receives equal damage.
#2 Damage increases with each extra hop to 23,27,43,65,107. After the 6th hop it damage will be 15 again.
#3 The longer Yoshimitsu is in the air the more damage the attack will do.
#4 Yoshimitsu will turn around while in the air.
#5 Will hit mid up close or high from further away.
#6 This move only works against Bryan.

String Hit Arts

Command Hits Damage Hit Range
1,2,1,4 5,8,6,9 hmmh
 = 2,2,2,4,1,1 10 3,3,3,7,8,30 mmmm[!]!
 = 4,4,1,1,1,1 10 9,5,5,8,8,30 hLm[!][!]!
 = 4,4,1,3+4 8 9,5,5,25 hLmm
4,4,2,2 14,12,5,6 hhmh
 = 1 5 30 !
 = 1~1 5 22 !
 = 4,4,1,1,1,1 10 9,5,5,8,8,30 hLm[!][!]!
 = 4,4,1,3+4 8 9,5,5,25 hLmm