Yoshimitsu Move List

Notes Moves involving Yoshimitsu's primary sword can't be done or are different in NSS, these moves are marked by a footnote. Moves unique to NSS or that are different (such as most unblockable) are listed in their own move group. Yoshimitsu can not go into FLE or DGF during NSS, he will default to SIT instead.

Grappling Arts

Command Throw Name Type Damage Escape Properties
(1+3_F+1+3) Devious Plot Front 35 1
(2+4_F+2+4) Sword Face Smash Front 35 2
qcb+1+2 Rainbow Drop Front 47 1+2 F!
(qcf+2_MED 2+3) Soul Siphon Front 22 1+2 #1
(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 F!
Foot Notes #1 Yoshimistu regains some energy, when escaped but Yoshimitsu takes some damage and the opponent gains 22 points
#2 Opponent regains energy, while Yoshimitsu takes damage

Basic Arts

Command Move Name Stance Damage Hit Range Properties
1 Jab 8 h
f+1 Forward Jab 8 h
FC+1 Crouch Jab RC 6 s
2 Straight 12 h
(u/b_u)+2 New Axis Punch 20 h
FC+2 Crouch Straight RC 9 s
3 Face Kick 18 h KNDc
d+3 Spin Sweep RC 14 L
FC+3 Crouch Spin Kick RC 14 L
4 Roundhouse 20 h KNDc
d+4 Chin Kick RC 8 l
FC+4 Crouch Chin Kick RC 12 l

Special Arts

Command Move Name Stance Damage Hit Range Properties
1,1 New Kabuto Slice 8,19 hm #1 KS B!
f,N,d,d/f+1 [1+2] New Gehosen [KIN] 21 m JG
d/f+1 New Atemi Punch 15 m
d+1 Sword Slice 18 m KS SLDc
d/b+1,1 New Kujaku Whirl 19,27 mm #1 KS[1] KND B!
b+1,1,1,1,1,1 Stone Fists 10,9,9,6,6,6 hhhhhh #2
 = b+(3,3,3..._4,4,4...)  = Manji Evade - - #3
 = D/B+3,3,3 New  = Manji Spin Kicks RC 8,6,6 lll #4
(u/b_u_u/f)+1 New Ground Stab 24 M #1 #10
WS+1<1<1<1 Door Knocker 18,14,14,28 mhhm OCb OC
WS+1,2 Hilt Strike Backfist 18,21 mh OB CFc
 = D/B+2,2,2,2,2,2  = Manji Spin Slaps RC 9,8,7,6,4,3 mmmmmm #2
SS+1 Inner Palm 25 m JGc
BT 1 New Manji Elbow BT 19 h
 = 2 New  = Aratama BT 21 m MS FSc
 = 3 New  = Magatama 30 h KND
BT d+1 New Shisetsu 18 L TC
(1+2_FC+1+2) New Kincho Stance KIN - -
f+1+2 New Tsuka Splitter 26 m #1 KND B!
f,f+1+2 Dive Bomb BT 22 m OC
 = (1+4_2+3)  = Soul Siphon 22 h #5
 = F+(1+4_2+3)  = Possession -35 h #5
d/f+1+2<2 Quick Flowing Strike 14,24 Lm MS OBc TC
b+1+2 Ghost Piercing 26 m KND
u+1+2 Dragon Fly DGF - - #1
WS+1+2 Quick Upper 14 m
BT 1+2 Back Jab 18 h
1+4 Sword Flash 25 m #6 CF
f,f+1+4,N Confusion BT - -
2,1 New Seiken 12,27 hm #1 KND
2,2 Kite Bite 12,9 hh
2<3 Flash Attack 12,25 hh KND
2,d+3 Low Flash Attack RC 12,13 hL
f+2 Backfist 21 h OB CFc
 = D/B+2,2,2,2,2,2 Manji Spin Slaps RC 9,8,7,6,4,3 mmmmmm #2
f,f+2 Ninja Blade Smash 21 m MS
f,f+2 Ninja Blade Slice BT 25,20 m CH FCD
 = d+3+4  = Indian Sit INS - -
d/f+2,2 New Kasane Wakizashi 12,16 mm #1 CF
d+2<2 New Heshikirigari 14,20 mm MS[1] CFc
D/B+2,2,2,2,2,2 Manji Spin Slaps RC 9,8,7,6,4,3 mmmmmm #2
b+2 [1+2] New Omage Hosen [KIN] 18 m
 = 1 [1+2] New  = Hosen [KIN] 31 m KND
u/f+2 New Kurama RC 22 L MS JGc
 = ~D  = Crouch Cancel BT #7
WS+2 Exorcism Fist BT 19 m KND
 = 1 New  = Manji Elbow BT 19 h
   = 2 New    = Aratama BT 21 m MS FSc
   = 3 New    = Magatama 30 h KND
SS+2 Shrine Lift 24 m JG
BT 2 Backfist 21 h OB CFc
2+3 New No Sword Stance NSS - -
3~4 [~U] New [DGF] 14,19 mm
f+3 Ballerina Spin 28 h KND
 = 3 [d+3+4  = Ballerina Sweep [INS] 19 L JG
 = 4 New  = Fubuki BT 24 m JG
f,f+3 New Iwatsubute 24 m MS CSc
(f,f,f_WR)+3 Slash Kick 36 m GB KND TJ
d/f+3 Wood Cutter 19 m
 = 1  = Sword Slice 14 m KS SLDc B!
 = 1? New  = Death Slice 30 [!] #1 #9 KS KND
   = B    = Slice Cancel - -
D/B+3,3,3,3,3,3 Manji Spin Kicks RC 12,8,8,6,6,6 Llllll #2
 = 4  = Manji Rising Kick 18 m #8 KND
 = d+3+4  = Indian Sit INS - - #8
B+(3,3,3,3,3,3_4,4,4,4,4,4) Manji Evade -8,-8,-8,-8,-8,-8 - #2
u/f+3 Samurai Knee 18 m JG TJ
WS+3,2 New Spin Gut Kick 14 mm MS B!
BT 3 Troubled Soul BT 24 m SLD
(3+4_BT 3+4) Meditation MED - -
f+3+4 Bull Charge KND 24 m KND
 = ~b  = Charge Cancel BT - -
f,f+3+4 Shark Attack 30 m OC B!
 = 1+2  = Dive Bomb 30 m KND
   = 3+4    = Kangaroo Kick 30 m JG
(d_KND)+3+4 Indian Sit INS - -
u+3+4 Eight Crows 12,14 mM JG OCb TJ
u/f+3+4 Poison Wind 25 M #9 KND TJ
 = b+1  = Stone Fist 9 h #9
   = 3+4    = Poison Wind 25 M #9 SLD TJ
   = 4    = Manji Flip 18 m KND
     = d+1      = Sword Slice 18 m KS SLDc B!
     = d+1?      = Death Slice 30 [!] #1 #9 KS KND
 = ~1+2  = Dragonfly DGF - - #1 #7
 = d+1+2  = Flea FLE 15 ! #1
 = 3+4  = Kangaroo Kick 30 m JG
 = d+3+4  = Indian Sit INS - -
 = u+3+4  = Eight Crows 12,14 Mm JG OCb
4~3 Kangaroo Kick 30 m JG TC
4,4,4 Roundhouse Fury 20,20,24 hhh JGc[1] KND
f+4 New Toita Daoshi 30 m KND
d/f+4 Side Kick 18 m
(f,f_WR)+4 Fubuki BT 24 m JG
d/b+4 New Nozuchi Fumi 16 L
(u/f_u_u/b)+4 Avoiding the Puddle 25 m SLD HA TJ B!
FC,d/f+4 New Knee Cap RC 18 L MS JGc
WS+4 Rising Kick 16 m
SS+4 [1+2] [3+4] Whirlwind [KIN] [MED] 25 h CSc
1+2+3 Spirit Shield - - #1 #11
1+2+3+4 Ninja Charge - -
 = ~b,f,u,d+3+4  = Poison Knee Taunt 20,1 m! #12 CS JG
u,u/b Evasive Backflip - -
b,b,u/b Wall Jump BT 25 m SLD
Foot Notes #1 This move can not be done in NSS, or is different in NSS
#2 Last spin will cause Yoshimitsu to be dizzy and fall down into KND
#3 Can be done at any time except for after the last spin, this causes damage to Yoshimitsu
#4 Can only be done after the 1st, 2nd or 3rd Stone Fist, after the 3rd spin kick Yoshimitsu falls to the ground in KND
#5 Reference the Grappling Arts note
#6 When doing this move in NSS Yoshimitsu will take out the sword and come out of NSS
#7 This input cancels the previous hit
#8 This move can only be done after the 2nd, 3rd, 4th or 5th spin
#9 Damage increases with each extra hop to 36 48 72 120, KND only occurs after the 4th hop
#9 When this move hits and no additional input is given, Yoshimistu will hop back
#10 Can only be done when the opponent is grounded
#11 Repels all attacks, but does no damage
#12 This move can only be done against Bryan

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
N Healing INS - - #1
(f_b) Vacuum Dance - - #3
(d_u) Stand Up - -
1 Indian Moonsault Slayer 18 [!] KS
2,D/B+2,2,2,2 Manji Spin Slaps RC 8,7,6,4,3 mmmmm #4
3 Dive Bomb 30 m
 = 3+4  = Kangaroo Kick 30 m JG
4 Kangaroo Kick 30 m JG TC
3+4? Yoga INS - -
 = (f_d_b_u)  = Yoga Slide INS - - #2
Foot Notes #1 Yoshimitsu slowly regains energy
#2 During Yogo Slide release just one kick button and press 1 or 2 to have Yoshimitsu taunt the opponent
#3 At close range this causes a behind the opponent teleport, otherwise Yoshimitsu ends up BT in the same spot
#4 Last spin will cause Yoshimitsu to be dizzy and fall into KND

Dragonfly Arts

Command Move Name Stance Damage Hit Range Properties
Moves starting from Dragon Fly only - u+1+2 - DGF
1 Dragonfly Blade 18 [!] KS
2 Dragonfly Fist DGF 18 h JG
3 Dragonfly Sweep 21 L JGc
3+4 Hidden God 38 h #2 TT
4 Dragonfly Twister 30 m OB CFc
Foot Notes #1 Yoshimitsu can not go into DGF when he is in NSS, he will go into SIT instead
#2 Shifts to throw on standing opponent, Yoshimitsu remains in DGF when the throw misses

Meditation Arts

Command Move Name Stance Damage Hit Range Properties
Moves starting from Meditation only - SS+3+4 or 3+4 - MED
(f_d_b_u) Turn Around - -
(f_b)+1 Manji Elbow BT 19 h
 = 2  = Aratama BT 21 m MS FSc
 = 3  = Magatama 30 h KND
1+2 Sword Hilt Healing 12 ! #3 CF
1+4 Harakiri FCD 72 ! #1 #2 CF
 = B+1,1,1,1,1  = Manji Blood Dance 21,24,24,24,36 !!!!! #2
(b_f)+2 Backfist 21 h OB
3 Troubled Soul BT 24 M SLD
d/b+(3_4) Chin Kick 14 l
3+4 Back Turned BT - -
(b_f)+4 Meditation Back Kick 30 h KND
Foot Notes #1 This move can not be done in NSS, or is different in NSS
#2 Yoshimitsu receives 60 damage
#3 Yoshimitsu regains energy

Flea Arts

Command Move Name Stance Damage Hit Range Properties
Moves starting from Flea only - d+1+2 - FLE
(b_d/b) Exit Flea - -
f New Walking Flea 2 M KND
 = 3 New  = Sakanobori 50 m #2 KND TT
 = 4 New  = Tsurubebi KND 18 L SLDc
f,f Running Flea 3,3,3,3,3 mmmmm
d Ducking Flea FLE 8 [!]
(u/b_u_u/f) Jumping Flea FLE 25 [!]
1 Roll Out RC - -
1+2 Skull Splitter 19 h GB JGc
u+1+2 Dragonfly DGF - -
2 Diving Cranium FCD 24 L KND TC
(3_4) Flea Side Step FLE 8 [!] KND
3+4 Kangaroo Kick 30 m JG TC
d+3+4 Indian Sit INS - -
u+3+4 Flea Flop KND 36 M KND GB
Foot Notes #1 Yoshimitsu can not go into FLE when he is in NSS, he will go into SIT instead
#2 Yoshimitsu remains in FLE when the move whiffs or is blocked

Kincho Arts

Command Move Name Stance Damage Hit Range Properties
Moves starting from Kincho only - 1+2 or FC+1+2 - KIN
F New Kincho Shuffle KIN - -
1,1 New Doushi Kiri 12,6,18 mmm #1 KS B!
1+2 New Ashura Blade BT 14,6,26 mmm B!
b+1+2 New Juji Ken 48 ! #1 CF
u+1+2 New Dragonfly DGF - - #1
2 New Tenshu Lift 18 m JG
 = (1+2_1+2?) New Kuzushi 36 M #1 #2 SLD OCb GB B!
f+2 New Ganto 30 h KND JGc
3 New Shibakari 20 L SLDc
4 [1+2] [3+4] New Whirlwind [KIN] [MED] 25 h CFc
Foot Notes #1 This move can not be done in NSS, or is different in NSS
#2 The hold delayed version causes GB, regular speed only causes OC on block

No Sword Stance Arts

Command Move Name Stance Damage Hit Range Properties
Moves unique to or different in No Sword Stance - 2+3 - NSS
2+3 New Unsheath Sword - - #1
d+1 New Slam Knuckle 18 m KS SLDc B!
d/b+1 Down Jab RC 6 s
(FC,b_D/F)+1 Manji Swipe 14 l JG
 = 2 New  = Agonbaku 24 L MS
qcf+1 Moonsault 36 m SLD OCb TJ
f+1+2 Jail Gate RC 32 m KND
(d_u)+1+2 Indian Sit INS - -
u/f+1+2 New Manji Hop - -
b,b+1+2 Thunder Strike 66 ! KND
(FC 1+2_1+4) Sword Flash 25 m #1 CF
1+2+3 New Bionic Hand 30 h KND
b,b+1+4 Manji Spark 60 ! CF
 = ~N+1  = Bionic Twist 48 [!] KND
 = ~1+2  = Face Slap 18 h
2,1 New Karakuri Uzumaki 12,6,12 hhh KND
d/f+2 Uppercut 15 m JG
d/f+3 Wood Cutter 19 m
 = 1 New  = Slam Knuckle 14 m KS SLDc B!
KIN 1 New Utsusemi 18 m SLD OCb
MED 1+4 Vanish Trick - -
Foot Notes #1 Goes back to regular sword stance

Unblockable Arts

Command Move Name Stance Damage Hit Range Properties
Moves that can be done while in NSS have different properties and are listed in the NSS group
d+1? Death Slice 24 [!] #1 #2 KS KND BNc
 = B  = Slice Cancel - -
(FC,b+1_D/F,1) Sweep Slice 14 ! JG
qcf+1 Moonsault Slayer 30 [!] OC TJ
d+1+2 Flea FLE 7 [!] #1
b,b+1+2 Thunder Blade 78 ! #4 CF
 = ~B  = Sword Flash 25 m #6 CF
D/B?+1+2 Poison Death Pose - - TC
 = (1_2)  = Bad Breath 30 (!) CF
 = (3_4)  = Detoxification 27 m CFc
u/f+1+2 Deathcopter 48 [!] #1 JG
 = d  = Deathcopter Slash 24_36 [!] #3
 = B  = Deathcopter Trick 42 [!] JG
 = 1+2  = Dragonfly DGF - -
f,f+1+4 Confusion BT - -
 = ~(F_D_B_U)  = Harakiri FCD 72 ! #1 #5 CF
   = f,f    = Double Harakiri FCD 144 ! #5 CF
d+1+4 Harakiri SLD 72 ! #1 #5
 = B+1,1,1,1,1  = Manji Blood Dance 21,24,24,24,36 !!!!! #5 CF
b,b+1+4 Sword Impale 60 ! CF
 = ~N+1  = Sword Spin 26 ! CF
 = ~1+2  = Ochimusha Hunter 21 (!) CFc
Foot Notes #1 This move can not be done in NSS
#2 Damage increases with each extra hop to 30 36 48 72 120, KND and BNc only occurs after the 4th hop
#3 The longer Yoshimitsu is in the air the more damage the attack will do
#4 Hits mid up close or high from further away, in which case it can be ducked
#5 Yoshimitsu receives 60 damage
#6 When doing this move in NSS Yoshimitsu will take out the sword and come out of NSS

String Hit Arts

Command Hits Damage Hit Range
1,2,1,4 8,14,18,10 hmmh
 = 2,2,2,4,1,1 10 3,3,3,8,9,36 mmmm[!]!
 = 4,4,1,1,1,1 10 10,6,6,9,9,36 hLm[!][!]!
 = 4,4,1,3+4 8 10,6,6,30 hLmm
4,4,2,2 20,20,6,7 hhmh
 = 1 5 36 !
 = 1~1 5 26 !
 = 4,4,1,1,1,1 10 10,6,6,9,9,36 hLm[!][!]!
 = 4,4,1,3+4 8 10,6,6,30 hLmm