Ironfist Insights
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Yoshimitsu — character information

Every Yoshimitsu move in Tekken 8: 79 rows, 6 lows, 5 throws, 6 plus on block. Frame data from wavu.wiki, which publishes it under CC0. Game version 3.01.01.

How they play

On the numbers, Yoshimitsu is a counter-hit character (37 moves launch on counter hit) and stance-based (6 stances: DGF, FLE, IND, KIN, MED, NSS), with 4 further axes also in the roster's top fifth. Everything else about them sits inside the roster's normal range.

  • Neutral throws510th of 41

    Throws they can start from neutral, excluding the side and back throws every character shares. More throws means your standing break is more of a guess.

    Yoshimitsu: 5 throws from neutral — 10th of 41. The roster median is 4.

  • Plus on block8.7%35th of 41

    How much of the movelist is genuinely their turn after you block it. Guardable moves and spacing-dependent ranges are excluded, because neither is free pressure.

    Yoshimitsu: 8.7% of the movelist is plus on block — 35th of 41. The roster median is 11%.

  • Lows11.7%32nd of 41

    How much of the movelist is low-family — low-parryable and low-crushable. Includes special lows, which you CAN block standing, so a big number is not by itself a reason to crouch.

    Yoshimitsu: 11.7% of the movelist is lows — 32nd of 41. The roster median is 13.8%.

  • CH launchers371st of 41

    Moves that launch on counter hit. Against a high number, pressing your turn back is how you lose the round rather than how you win it.

    Yoshimitsu: 37 moves launch on counter hit — 1st of 41. The roster median is 12.

  • Stances62nd of 41

    Stances that real moves come out of, excluding the positions inside a chain throw. Each one is a separate movelist you have to know.

    Yoshimitsu: 6 stances: DGF, FLE, IND, KIN, MED, NSS — 2nd of 41. The roster median is 2.

  • Homing224th of 41

    Homing STRIKES — moves that realign and catch a sidestep. Homing throws are counted separately, because they say something different.

    Yoshimitsu: 2 homing strikes — 24th of 41. The roster median is 3.

  • Wall / balcony16.8%40th of 41

    How much of the movelist breaks a balcony or crushes a wall. This is what being cornered actually costs against them.

    Yoshimitsu: 16.8% of the movelist carries a balcony break or wall crush — 40th of 41. The roster median is 24.8%.

  • Floor breakers601st of 41

    Strikes that break a breakable floor. On stages that have one, these are what they are looking for. Floor-breaking THROWS are counted separately — 61 of the roster’s 273 are throws, and a grab that drops you through the floor is a different thing to watch for than a button that does.

    Yoshimitsu: 60 strikes break the floor — 1st of 41. The roster median is 2.

  • Side switches311th of 41

    Moves that swap positions on hit. This is how a cornered opponent gets out, so a high number means the corner you won is temporary.

    Yoshimitsu: 3 moves switch sides on hit — 11th of 41. The roster median is 2.

  • Chip damage12.3%28th of 41

    How much of the movelist damages you through a block. Blocking is still right, but a long blocked string is not free.

    Yoshimitsu: 12.3% do chip damage on block — 28th of 41. The roster median is 14.5%.

  • Power crushes232nd of 41

    Moves that absorb a high or mid and keep coming. Trading loses; lows, throws and not pressing all beat them.

    Yoshimitsu: 2 power crushes — 32nd of 41. The roster median is 3.

  • Fast mids38th of 41

    Mids that come out in 13 frames or fewer — what answers your jab and what starts their turn from nothing.

    Yoshimitsu: 3 mids at i13 or faster — 8th of 41. The roster median is 2.

  • Parries / sabaki125th of 41

    Parries, sabaki and reversals: moves that take the turn back on a read. Counted from the parry window on the move where wavu publishes one, and from its description where it does not.

    Yoshimitsu: 1 parry or sabaki — 25th of 41. The roster median is 2.

  • Launchable lows58.3%6th of 41

    How many of their lows hand you a launch when blocked. High means you can stand and take the low; low means blocking it correctly buys you almost nothing.

    Yoshimitsu: 58.3% of their lows are -15 or worse — 6th of 41. The roster median is 37.5%.

  • Launchable mids/highs17%9th of 41

    How many of their mids and highs hand you a launch when blocked. Not only mids: 28% of this population is highs, which you can duck instead — so a high number here is not by itself a reason to stand and block. High means blocking and waiting is a plan; low means you have to make the turn yourself.

    Yoshimitsu: 17% of their highs and mids are -15 or worse — 9th of 41. The roster median is 10.9%.

  • Turn-keeping pokes28%36th of 41

    How many of their pokes are +5 or better on hit and safe on block. +5 rather than merely plus, because that is the margin that beats a 10-frame jab — at plain +1 the figure is roughly half again as large and means much less. High means that after eating one poke you are still on defence and pressing back is a gamble.

    Yoshimitsu: 28% of their pokes stay plus on hit and safe on block — 36th of 41. The roster median is 35.5%.

  • Duckable highs16.5%35th of 41

    How much of the movelist ducking answers outright. High means ducking on a read deletes a lot and buys a whiff punish.

    Yoshimitsu: 16.5% of the movelist is highs — 35th of 41. The roster median is 21.3%.

  • Low crushes24.3%5th of 41

    How much of the movelist jumps over lows. Your own low pokes are a losing button against a high number.

    Yoshimitsu: 24.3% of the movelist jumps over lows — 5th of 41. The roster median is 12.8%.

  • High crushes14.1%5th of 41

    How much of the movelist ducks under highs. Your jab strings and standing kicks are a liability against a high number.

    Yoshimitsu: 14.1% of the movelist ducks under highs — 5th of 41. The roster median is 9.7%.

  • Safe evasions50%10th of 41

    How many of their evasive moves are still safe once you read and block them. High means reading their evasion wins you position but no damage.

    Yoshimitsu: 50% of their evasive moves are still safe when blocked — 10th of 41. The roster median is 45.5%.

  • Fast plus on block0.9%37th of 41

    Moves that are plus on block AND come out in 15 frames or fewer — plus frames fast enough to use as pressure rather than as a reset. Worth knowing that roster-wide most fast plus moves are highs, so ducking is often the answer.

    Yoshimitsu: 0.9% of the movelist is plus on block at i15 or faster — 37th of 41. The roster median is 2%.

  • Safe poke damage12.228th of 41

    What a single free poke costs, averaged over the ones you cannot punish. High means a passive round is a lost round.

    Yoshimitsu: their average safe poke does 12.2 damage — 28th of 41. The roster median is 13.2.

  • Follow-ups per move0.7513th of 41

    Follow-ups per standalone move. High means most of what you block is mid-string, so your defence is delay-and-interrupt rather than punish windows.

    Yoshimitsu: 0.75 follow-ups per standalone move — 13th of 41. The roster median is 0.61.

Shading shows where Yoshimitsu sits in the roster on that category, darkest for first. It is a position, not a verdict: first of 41 in launchable lows is a weakness. Open any box for what the category means. Bold marks the roster’s top fifth — Yoshimitsu reaches it on 6 of 23.

Your back to the wall

Less dangerous than most corners. 16.8% of the movelist carries wall or balcony properties against a roster median of 24.8%, so being cornered costs you position more than it costs you health.

Their back to the wall

3 moves switch sides on hit, a little above the roster middle, so they have an out but not a reliable one.

Centre stage

Stepping is largely available. Only 2 strikes of 333 moves are marked homing, below the roster middle, and 1 of those is a mid — a short enough list to learn by sight.

On a breakable floor

A stage that rewards them. 60 strikes break the floor, among the highest on the roster — on these stages the floor is a resource Yoshimitsu is holding and you are not.

Key Yoshimitsu moves

Plus on block

  • KIN.f+1+2Oyashiro Kuzushistancei24, mid, +14 on block
  • NSS.KIN.f+1+2God Slayerstancei24, mid, +14 on block, needs Heat
  • MED.3Back Handspringstancei17~28 i28~39, mid, +13 on block at best
  • KIN.2,NSS.1+2*stancefrom KIN.2 (i21), mid, +11 on block, needs Heat

Plus you cannot ignore

  • MED.3Back Handspringstancei17~28 i28~39, mid, +13 on block at best

Fastest mids

  • 1+4Soul Stealeri6, mid, -20 on block
  • df+4Side Kicki12, mid, -7 on block
  • df+1Tsuka Atemii13, mid, -4 on block

Lows, safest first

  • NSS.u+1+2Ishiusu Tsubushistancei27, low, +5 on block, slow enough to block on reaction
  • FLE.2Flea > Sliding Headbuttstancei24, low, -8 on block at best, slow enough to block on reaction
  • WFL.4Tsurubebistancei23, low, -9 on block, borderline — some players react to it
  • db+1i26, low, -9 on block at best, slow enough to block on reaction

Special lows

  • hFC.2situationali11, special low, -4 on block, too fast to see coming
  • hFC.1situationali10, special low, -5 on block, too fast to see coming
  • NSS.db+1Manji Shagapanstancei10, special low, -5 on block, too fast to see coming

Panic buttons

  • f+4Toita Daoshii18, absorbs a hit, -13 on block
  • 1+2Kinchoparries, block frames unpublished
  • f,F+4Fubukii15, jumps lows, -6 on block
  • uf+3Rising Kneei15, jumps lows, -13 on block

Launches on counter-hit

  • DGF.f+2Dragonfly Slashstancei20, counter-hit +64a (+44)
  • BT.1,2Aratamasituationalfrom BT.1 (i15), counter-hit +63a
  • f,n,d,df+2Flashing Steeli14, counter-hit +58a (+38)
  • df+2+3Flashing Steel (Simple Input)i17, counter-hit +58a (+38)

Homing

  • DGF.f+2Dragonfly Slashstancei20, homing, +7 on block
  • H.DGF.f+1+2Red Spider Lily (Heat)situationali16, homing, +4 on block, needs Heat
  • KIN.4Whirlwindstancei16, homing, +0 on block
  • KIN.f+2Gantostancei12, homing, -1 on block

Parries and sabaki

  • 1+2KinchoStrong Attack Reversal: parries all highs or mids, except throws, unblockables and charge moves

Free launches for you

  • d+4Toe Checki12, -15 on block
  • hFC.d+4situationali12, -15 on block
  • NSS.1,2,1,4,4,4,1,1stancefrom NSS.1 (i10), -15 on block
  • NSS.ub+1+3,1+2Face Slapperstancefrom NSS.ub+1+3 (i51), -15 on block
What Yoshimitsu punishes you with
Yoshimitsu’s hardest-hitting punish at each speed
You areStanding punishDamageFrom crouchDamage
−10 or worse1,124—
−12 or worse4,432ws414
−13 or worse4,432ws1,230
−15 or worsef,F+420 launchesws2,127 launches
What you get to do about Yoshimitsu’s strings

All high, but you have to block first

  • NSS.ub+1+32 follow-ups, all high
  • ws12 follow-ups, all high

Fuzzy guard candidates

  • 4,4,4high, 6f before 4,4,2
  • ws2,NSS.1high, 4f before ws2,1
  • b+1,1,1high, 2f before b+1,1,db+3

Scoped to an opponent pressing the string on immediate timing. No source publishes how large this gap has to be, so none of these are filtered out for being tight. Two thirds of high extensions have no delay recorded either way, so a row with no delay warning usually means nobody has checked.

Documented gaps you can hit

  • f+3,4interrupt with i17

Do not try to duck these

  • 2,NSS.1jails — you stay in blockstun
  • df+1,4jails — you stay in blockstun

Jailing is unrecorded on 99% of Yoshimitsu’s string continuations, so a string missing from the last list was probably never checked.

Getting into Yoshimitsu’s stances

The movelist below has every stance move on it and nothing saying how to reach one. These are the moves that get Yoshimitsu there. A transition is not always free — wavu writes the condition in prose, and it can be on hit only, on block only, automatic, or need a follow-up input, so check the move’s own row before you count on it.

FLE — 16 moves out of it

  • uf+1,1Kasane Kaishakufrom uf+1 (i17), -10 on block
  • f+3+4Kamikazei21, -9 on block at best
  • uf+1,NSS.1Double Decapitationfrom a stancefrom uf+1 (i17), -10 on block
  • KIN.f+1+2Oyashiro Kuzushifrom a stancei24, +14 on block
  • NSS.KIN.f+1+2God Slayerfrom a stancei24, +14 on block

DGF — 11 moves out of it

  • IND.3+4Indian Tobi Ushiwakafrom a stancei17, -6 on block
  • NSS.d+1+4Unfinished Businessfrom a stanceblock frames unpublished

IND — 12 moves out of it

  • f+3+4Kamikazei21, -9 on block at best
  • WFL.4Tsurubebifrom a stancei23, -9 on block

KIN — 22 moves out of it

  • uf+1i17, -10 on block
  • df+1+4Gehosen (Simple Input)i20, -17 on block

NSS — 70 moves out of it

  • 2,2Mushibamifrom 2 (i11), -1 on block

BDS — 2 moves out of it

No move in the movelist names BDS as somewhere it goes. wavu records where a move can be used and never where it cannot, so the way in probably just has not been written down.

MED — 8 moves out of it

No move in the movelist names MED as somewhere it goes. wavu records where a move can be used and never where it cannot, so the way in probably just has not been written down.

WFL — 2 moves out of it

No move in the movelist names WFL as somewhere it goes. wavu records where a move can be used and never where it cannot, so the way in probably just has not been written down.

5 of 8 stances in Yoshimitsu’s movelist have a documented way in. The rest are shown with nothing under them on purpose: wavu never records where a move cannot be used, so silence there means undocumented, not unreachable.

Throws and breaks

Yoshimitsu has 5 throws that can start from neutral.

Default break: 1. It covers 2 of 4 breakable throws (50%).

What 1 does not cover, most damaging first:

  • uf+1+2 Rainbow Drop — breaks with 1+2, 40 damage
  • qcf+2 Soul Siphon — breaks with 1+2, 22 damage

1 of their throws cannot be broken at all (qcb,f+2). No break input helps — the counterplay is not being in the state that lets them land it.

Yoshimitsu neutral throws with break inputs
ThrowNameBreakDamageLeaves youLikely used
1+3Oni Killer1 or 235—Against sidestepping
2+4Sword Face Smash1 or 235—On a breakable floorAgainst sidesteppingTo escape a corner
qcb,f+2Soul Possessionunbreakable0——
qcf+2Soul Siphon1+222——
uf+1+2Rainbow Drop1+240—On a breakable floor

Five questions from the vetted quiz corpus, scoped to this character.

Frame data

What each column means is in reading the frame data pages. The words in these rows are in the Tekken 8 glossary.

Filters · 343 moves
Level
Properties

343 moves

Search any column from its heading.

Yoshimitsu frame data — 343 moves
DetailsProperties
(back to wall).b,b,UBWall Jump BackflipMid35~38+1+34d—21
(Tackle reverse)—Throw—+0——25—
1JabHigh10+1+8—5—
1,1Naguri Kabuto WariMidi23 rel-9+4c—,19
1,2—Midi17 rel-9-3—,12—
1,2,1—Highi28 rel-6+7—,15—
1,2,1,4—Highi29 rel-25-14—,9—
1,2,1,4,2—Midi23~26 rel-6+5—,3—
1,2,1,4,2,2—Midi10~12 rel-8+2—,3—
1,2,1,4,2,2,2—Midi12 rel+4-7—,3—
1,2,1,4,2,2,2,4—Midi28~30 rel-18-7—,7—
1,2,1,4,2,2,2,4,1—Midi35~36 rel—-15—,8
1,2,1,4,2,2,2,4,1,1—Lowi32~33 rel—+36a (+20)—,20
1,2,1,4,4—Highi33 rel-25-14—,9—
1,2,1,4,4,4—Lowi33 rel-25-14—,5—
1,2,1,4,4,4,1—Midi30~31 rel-12-1—,5—
1,2,1,4,4,4,1,1—Midi23~24 rel—-4—,8
1,2,1,4,4,4,1,1,1—Midi15~16 rel—+27a—,8
1,2,1,4,4,4,1,1,1,1—Midi14~15 rel—+6a—,25
1,NSS.1—Midi23 rel-9+22a (+17)—,22
1+2Kincho——————
1+2,PGuillotine Crow TrapMid ⋯15~181~+4+14a—10,12
1+2+3Spirit ShieldMid22~40-8 to +10 g+0~+18+16~+340
1+2+3+4Ki Charge———————
1+3Oni KillerThrow12~14-3+1d—35
1+4Soul StealerMid6~9-20+14c—20
2Right JabHigh11-1+5+810—
2,1Seiken DouharaiMidi26~27 rel-9+12a—,23
2,2MushibamiHighi24 rel-1+15g—,18
2,3PK ComboHighi26~27 rel-10+16a (+7)—,24
2,d+3PDK ComboLowi22 rel-12-1—,11
2,NSS.1Karakuri UzumakiHigh ⋯i23~24i18 rel-5+19a—,5,15
2+3Heat BurstMid16+1+2c—[12;12]
2+4Sword Face SmashThrow12~14+0+1—35
3EnmaMid15~16-9+5—12—
3,1Enma's FlameHighi22~24 rel+7+18g—,20
3,2—Midi22 rel-12+1—,12—
3,2,1+2Enma's Cleansing SwordMidi26~27 rel-14+20a (+10)—,26
3,2,NSS.1+2Enma's Soul BladeMidi26~27 rel-14+20a (+10)—,27
3,NSS.1—Highi22~24 rel+7+18g—,22
3+4Meditation———————
3~4Tobi UshiwakaMid ⋯17~18-6+3—6,22
4Magic 4High12~13-11+0+20a (+10)16—
4,4Double RoundhouseHighi24~25 rel-4+4—,16—
4,4,2—Midi30~31 rel-22-12—,5—
4,4,2,2Wheel of ArrowsHighi22~23 rel-24-13b—,6—
4,4,2,2,1Wheel of Arrows > Sword StabMidi67 rel—-18—,30
4,4,2,2,1~1Wheel of Arrows > Sword Poke WindmillMidi28~113 rel—-58—,22
4,4,2,2,NSS.1—Midi67 rel-54-17a—,30—
4,4,2,2,NSS.1~1—Highi20~105 rel—-49a (-75)—,40
4,4,4Triple Roundhouse ComboHighi24~25 rel-4+18a (+9)—,20
4~3Kangaroo KickMid25~26-13+52a (+42)—25
b,B+1+4Thunder BladeMid59~61—+2a—50
b,B+1+4,BThunder Blade Feint to Soul StealerMid22~25-20+14c—20
b+1—High17+1+7+128—
b+1,1—Highi11~12 rel+4+5+10,9—
b+1,1,1—Highi11~12 rel+4+5+10,10—
b+1,1,1,1—Highi11~12 rel+4+5+10,12—
b+1,1,1,1,1—Highi11~12 rel+4+5+10,14—
b+1,1,1,1,1,1Slap U SillyHighi11~12 rel-73-71-67,16—
b+1,1,db+3—Lowi13~14 rel-20-9—,7
b+1,1,db+3,3—Lowi15~17 rel-19-7—,5
b+1+2No Sword Stance, Mutou no Kiwami——————
b+2—Mid14~15-9+2—12—
b+2,1Oma GehosenMidi27~28 rel-17+28a (+18)—,20
b+2,2Oma KugiuchiHighi22~23 rel-9 HD+2a—,21
b+2,NSS.1—Midi27~28 rel-17+28a (+18)—,17
b+2,NSS.2—Highi22~23 rel-9 HD+0—,18
b+3————————
b+3,3——— rel—————
b+3,3,3——— rel—————
b+3,3,3,3——— rel—————
b+3,3,3,3,3——— rel—————
b+3,3,3,3,3,3Spinning Evade—— rel—————
Back throwTornado DropThrow——+1d—50
BDS.1Poison BreathHigh21~40—+32a~+51a—25—
BDS.3Backflip KickMid17~30-15~-2-13~+0—23
BT.1—High15-3+8—16
BT.1,2AratamaMidi25 rel-5+5+63a,18
BT.1,3MagatamaHighi25~26 rel-7+27a (+17)—,25
BT.2Manji Backfist 2High16~17-4+14g+39a18
BT.3Perilous SpiritMid24~26-3~-1+11a—20
BT.d+1Shisetsu GenmanLow17~18-13+3+38a20
d+1Quick SlashMid24~25-9+1c+6a15
d+1*(1),nDeath Slash (1)Mid55~56—+4c+6a20
d+1*(2),nDeath Slash (2)Mid99~100—+4c+6a25
d+1*(3),nDeath Slash (3)Mid130~131—+4c+6a30
d+1*(4),nDeath Slash (4)Mid179~180—+16a+52a40
d+1*(5),nDeath Slash (5)Mid214~215—+16a+52a60
d+1*(6),nDeath Slash (6)Mid249~250—+16a+52a200
d+1+2Flea——————
d+1+4HarakiriMid29~30—-32a—60
d+1+4,B+1—Midi1~39 rel—-29a—,18
d+1+4,B+1,1—Midi1~18 rel—-29a—,20
d+1+4,B+1,1,1—Midi1~18 rel—-29a—,21
d+1+4,B+1,1,1,1—Midi1~18 rel—-29a—,28
d+1+4,B+1,1,1,1,1Harakiri > Manji Blood DanceMidi1~35 rel—-30a—,30
d+2—Mid16~17-9~-8+0~+1—12
d+2,1HeshikirigariHighi27~28 rel-9+17a (+8)—,23
d+2,2HeshikirimutouMidi22~23 rel-12+7g+28a (+22),15
d+2,2,1HeshikiribaraiHighi19~20 rel-9+8a (-1)—,20
d+2,2,2HeshikiriseibatsuMidi25~27 rel-13+16a (+9)—,19
d+2,2,d+1HeshikirinagiMidi29~30 rel-12+2c+42a,17
d+2,2,NSS.1—Highi19~20 rel-9+8a (-1)—,20
d+2,2,NSS.d+1—Midi29~30 rel-12+2c+42a,17
d+2,NSS.1HeshikirigariHighi27~28 rel-9+10g—,18
d+3Low SweepLow15~17-18~-16-4~-2—12
d+3+4Indian Stance——————
d+4Toe CheckLow12-15-4—6
db+1—Low26~28-11~-9+4~+6+7~+912
db+1,2Nebular BurstMidi25~26 rel-13+0+6g,20—
DB+1+2Bad Stomach (BDS)——————
db+2—Mid15-5+6—8—
db+2,2—Midi10~14 rel-9~-5+2~+6—,7—
db+2,2,2—Midi10~14 rel-9~-5+2~+6—,6—
db+2,2,2,2—Midi10~14 rel-9~-5+2~+6—,5—
db+2,2,2,2,2—Midi10~14 rel-9~-5+2~+6—,4—
db+2,2,2,2,2,2Stone FistsMidi10~14 rel-49-37—,3—
db+3—Low18~19-25-14—8
db+3,3—Lowi15~17 rel-19-7—,7
db+3,3,3—Lowi15~17 rel-19~-17-7~-5—,7
db+3,3,3,3—Lowi15~17 rel-19-7—,5
db+3,3,3,3,3—Lowi15~17 rel-19-7—,5
db+3,3,3,3,3,3Manji Spin Low KicksLowi9~11 rel-26-15—,5
db+3,3,3,3,3,4Manji Spin Low Kicks Front KickMidi12~13 rel-8+23a (+13)—,15
db+4Nozuchi FumiLow17-12-1—14—
df+1Tsuka AtemiMid13-4+5—14—
df+1,2Tsuka Atemi to Back KnuckleHighi25~26 rel-4+14g+39a,16
df+1,2,1Tsuka Atemi ShredderMidi26~27 rel-12+17a (+10)—,19
df+1,2,db+2Tsuka Atemi > Slap U CrazyMidi15 rel-5+6—,8—
df+1,2,NSS.1Tsuka Atemi SwipeMidi26~27 rel-12+17a (+10)—,19
df+1,4Autumn LeavesMidi17 rel-12+4—,17—
df+1+4Gehosen (Simple Input)Mid20~21-17+35a (+25)—20
df+2Basic UppercutMid15~16-7+34a (+24)—13—
df+2+3Flashing Steel (Simple Input)Mid17~18-13+6g+58a (+38)18
df+3—Mid17~18-4+4—10—
df+3,1Wood CutterMidi23~24 rel-9+4c+6a,20
df+3,NSS.1Wood ChopperMidi23~24 rel-9+16a+52a,24
df+4Side KickMid12-7+4—15—
DGF.1Dragonfly BladeMid30~31-2+10a+46a22
DGF.1+2Manji Dragonfly > Flea——————
DGF.2Dragonfly FistHigh16~18+4+13s—15
DGF.2,4UbumeMidi26~28 rel-14+15a (+8)—,22
DGF.3Dragonfly SweepLow22~23-13+6c+28a18
DGF.3+4Spirited AwayHigh ⋯20~21—+0—17,18
DGF.4Dragonfly TwisterMid18~20-4 HD+14g—24
DGF.d+3+4Manji Dragonfly > Indian Stance——————
DGF.fDragonfly Forward——————
DGF.f+1+2Red Spider LilyHigh ⋯16~17-2+18a (+9)—9,9,18
DGF.f+2Dragonfly SlashHigh20~21+7+19a (+10)+64a (+44)23
f,f,F+3Manji KickMid22~23+5 g+13a (+3)—30
f,F+1+2Solar KickMid22~24-8+3c—22
f,F+1+4SuicideMid45—-65a—60
f,F+1+4,FDouble SuicideMidi35~37 rel—-60a—,185
f,F+1+4,nConfusion—— rel—————
f,F+2Sword SmashMid15-9+4—15
f,F+2:2Yomi KakenukeThrow— rel—+8d—,18—
f,F+3IwatsubuteMid23~24-4+5—20—
f,F+3+4Reverse CartwheelMid22~24-20-9c—15
f,F+3+4,1+2—Midi12~18 rel-31-2a (-12)—,15
f,F+3+4,1+2,3+4Solar Kick Shark AttackMidi27 rel-13+52a (+42)—,20
f,F+4FubukiMid15~16-6+37a (+23)—20
f,n,d,df+1GehosenMid17~18-17+35a (+25a)—22
f,n,d,df+2Flashing SteelMid14~15-13+6g+58a (+38)20
f+1+2KuzuryuMid20-12 HD+8a (-1)—23
f+2Manji BackfistHigh17~18-4+14g+39a18
f+2,1Manji Backfist ShredderMidi26~27 rel-12+17a (+10)—,21
f+2,db+2Backfist > Stone FistMidi15 rel-5+6—,8—
f+2,NSS.1Manji Backfist SwipeMidi26~27 rel-12+17a (+10)—,21
f+3Oni KickHigh16~17-9+17a (+8)—24
f+3,4Zig ZagMidi23~24 rel-6+37a (+23)—,20
f+3+4KamikazeMid ⋯21~25-13~-9-8a (-15)—18,3,3,3
f+4Toita DaoshiMid18-13+21a (+11)—20
FC.DF+1Sword Sweep, Samurai CutterLow26—+70a (+54)—[12;12]
FLE.1Flea Roll——————
FLE.1+2Skull SplitterMid18~19-9+4+31a (+21)16
FLE.2Flea > Sliding HeadbuttLow24~28-12~-8+30a—20
FLE.3Flea Dance——————
FLE.3+4Flea > Kangaroo KickMid25~26-13+52a (+42)—25
FLE.dFlea Digger——————
FLE.d+3+4Flea > Indian Stance——————
FLE.dbFlea Cancel——————
FLE.dsFlea Digger StrikeMid10—+31a (+24)—0
FLE.fFlea Step (WFL)——————
FLE.f,fRunning FleaMid ⋯17~19-10+1—3,3,3,3,3
FLE.f+2Flea to Dragonfly Slash———————
FLE.nFlea IdleMid2~60-18+48a (+38a)—7
FLE.u+1+2Flea > Manji Dragonfly——————
FLE.u+3+4Flea > Dragonfly FeintMid38~404~+6+21a (+12)—30
FLE.ufJumping FleaMid30~4510~+25 g+32a—25
FUFT.d+3+4Indian Stance Healing——————
H.2+3Divine Sword KagekiyoMid18~19+4-3d—51
H.DGF.1Dragonfly Blade (Heat)Mid30~31+2+30d+46a26
H.DGF.f+1+2Red Spider Lily (Heat)High ⋯16~17+4+18a (+9)—10,10,20
hFC.1—Low sl10-5+6—5
hFC.2—Low sl11-4+5—8
hFC.d+3—Low16-17-6—10
hFC.d+4—Low12-15-4—6
hFC.db+3—Low18~19-25-14—8
hFC.df+4Knee CapLow18~19-26+4c+31a18
IND.1Indian Stance StormMid53~55—+0c~+2c—15
IND.1+2Indian Stance Flea——————
IND.2Indian Stance Stone FistsMid39~43-8~-5+2~+6—7—
IND.3—Mid32~38-31-2a (-12)—15
IND.3,3+4Indian Stance CannonMidi27 rel-13+52a (+42)—,20
IND.3+4Indian Tobi UshiwakaMid ⋯17~18-6+3—6,22
IND.4Indian Stance Knee CapLow47~48-26+4c+31a18
IND.D+3+4*Indian Levitation——————
IND.fIndian Stance Vacuum Dance——————
IND.nIndian Stance Healing——————
IND.uIndian Stance Cancel——————
IND.u+1+2Indian Stance Manji Dragonfly——————
KIN.1—Mid17-12-1—10
KIN.1,1Doushi KiriMid ⋯i23~24i14~15 rel-9+7c—,5,15
KIN.1,NSS.1—Mid ⋯i23~24i14~15 rel-1+37a (+29)—,5,20
KIN.1+2Ashura BladeMid ⋯12~13-6+11a—4,4,4,24
KIN.1+4Kincho Soul StealerMid10~13-20+14c—20
KIN.2—Mid21~22-14+26a (+16)—15
KIN.2,1+2Tenshu KuzushiMidi32~34 rel-15~-13+2a—,30
KIN.2,1+2*Tenshu Kuzushi (Hold)Midi47~49 rel2~+4+2a—,30
KIN.2,NSS.1+2—Midi32~34 rel-3+15a—,30
KIN.2,NSS.1+2*—Midi47~49 rel+11+69a (+49)—,30
KIN.3ShibakariLow25~32-16~-9+13a+25a17
KIN.4WhirlwindHigh16~17+0+20a (+11)+49a23
KIN.b+1+2Mumyo Juji KenMid46—+6a—25
KIN.b+2—Mid15~16-9+2—15
KIN.b+2,1IkarugaMidi23~24 rel-12+30a (+20)—,19
KIN.d+1Ishigaki KuzushiLow23~24-13+3+38a20
KIN.fKincho Forward Dash——————
KIN.f+1Submission ChakramMid ⋯19~20-5-2—6,6,10
KIN.f+1*Submission Chakram (Hold)Mid ⋯19~20-12+29a (+14)—6,6,6,6,6,10
KIN.f+1+2Oyashiro KuzushiMid24~25+14+14c+49a20
KIN.f+2GantoHigh12~13-1 HD+9a (+0)—25
KIN.u+1+2Kincho Manji Dragonfly——————
Left throwWheels of HellThrow—-3+0d—45—
MED.1————————
MED.1+2Meditation HealingMid30~34—-1a—10—
MED.1+4Meditation Backturned FlashMid6~9-20+14c—20
MED.3Back HandspringMid ⋯17~282~+13+43a—15,15
MED.3+4Meditation to Backturn———————
MED.d————————
MED.f————————
MED.nHeal Pulse———————
NSS.1—High10+1+8—7—
NSS.1,2—Midi15~16 rel-13-2—,12—
NSS.1,2,1—Highi23~24 rel-12-1—,15—
NSS.1,2,1,4—Highi29 rel-25-14—,9—
NSS.1,2,1,4,2—Midi23~26 rel-6+5—,3—
NSS.1,2,1,4,2,2—Midi10~12 rel-8+2—,3—
NSS.1,2,1,4,2,2,2—Midi12 rel+4-7—,3—
NSS.1,2,1,4,2,2,2,4—Midi28~30 rel-18-7—,7—
NSS.1,2,1,4,2,2,2,4,1—Midi35~36 rel-26-15—,8—
NSS.1,2,1,4,2,2,2,4,1,1—Lowi32~33 rel-52+36a (+20)—,20—
NSS.1,2,1,4,4—Highi33 rel-25-14—,9—
NSS.1,2,1,4,4,4—Lowi33 rel-25-14—,5—
NSS.1,2,1,4,4,4,1—Midi30~31 rel-12-1—,5—
NSS.1,2,1,4,4,4,1,1—Midi23~24 rel-15-4—,8—
NSS.1,2,1,4,4,4,1,1,1—Midi15~16 rel-34-23—,8—
NSS.1,2,1,4,4,4,1,1,1,1—Midi14~15 rel-32+5a—,25—
NSS.1+2+3Spirit SpinnerHigh22~40-18~+0+26d (-32)+16~+3425
NSS.1+4Soul StealerMid8~11-20+14 +64a—20
NSS.b,B+1+4Thunder Palm StrikeMid65~70—-3a (-12)+29a (-18)40
NSS.b,B+1+4,BThunder Palm Strike Feint to Soul StealerMidi22~25 rel-20+14 +64a—20
NSS.b+1+2Battou Kakugo——————
NSS.BT.d+1—Low————15—
NSS.d+1Quick ChopMid24~25-9+16a+52a24
NSS.d+1+2No Sword Stance > Indian Stance——————
NSS.d+1+4Unfinished Business———————
NSS.db+1Manji ShagapanLow sl10-5+6—5
NSS.df+1+4Moonlight (Simple Input)Mid20~21-17+35a (+25)—19
NSS.f,n,d,df+1MoonlightMid17~18-17+35a (+25a)—19
NSS.f+1+2Nine-Headed DragonMid20-7 HD+29a (+3)—29
NSS.f+3+4Bull Rush, Chariot TackleMid21~25-13~-9+20a (+11)—20
NSS.FC.DF+1—Low25~26-16+27a—12
NSS.FC.DF+1,2AgonbakuLowi25~26 rel-14+14—,20
NSS.FC.df+3Spinning CleaveLow20~21-26+67a (+51)—12
NSS.IND.1—Mid48~51-8+5a—15
NSS.KIN.1+4—Mid12~15-20+14 +64a—20
NSS.KIN.d+1—Low23~24-13+3+38a17
NSS.KIN.f+1—Mid ⋯19~20-5+18a (+11)—6,6,12
NSS.KIN.f+1*—Mid ⋯19~20-9+29a (+14)—6,6,6,6,6,12
NSS.KIN.f+1+2God SlayerMid24~25+14+14c+49a20
NSS.qcf+1MoonsaultMid53~56-8+5a—30
NSS.u+1—Mid25~26-4+5c+15a24
NSS.u+1+2Ishiusu TsubushiLow27~29+5+21g—18
NSS.ub+1—Mid25~26-5+4c—21
NSS.ub+1+2Soul Blade YoshimitsuMid24~25-8+16a (+6)—30
NSS.ub+1+3Spinning Finger StabMid51~65—-23—50—
NSS.ub+1+3,1+2Face SlapperHighi18~19 rel-15-4+45a,15
NSS.ub+1+3,n,1Index Poke WindmillHighi20~105 rel—-49a (-75)—,40
NSS.uf+1+3Safe Heron Jump——————
qcb,f+2Soul PossessionThrow15~16—+0—0—
qcf+1Moonsault SlayerHigh ⋯28~340~+2+30a—24,15,35
qcf+2Soul SiphonThrow15~16+0+0—22—
R.df+1+2Trailokya PilgrimageMid20-18+0d—55+
Right throwNeck BreakerThrow—-3-3d—40—
SS.1Inner PalmMid17~18-9+2+27a (+17)21—
SS.2ShrineMid16~17-13+28a (+18)—22
u+1Helmet StrikeMid24~25-4+5c+50a20
u+1+2Manji Dragonfly——————
u+3+4Guillotine Crow KickMid ⋯39~421~+4+24a—10,12
ub+1—Mid24~25-5+4c—17
ub+1+2Cleansing Sword YoshimitsuMid24~25-8+27a (+17)—25
ub+1+3Sword StabMid50~52—-24—40
ub+1+3,1+2Face SplitterHighi18~19 rel—+1~+2+45a,18
ub+1+3,n,1Sword Poke WindmillMidi28~113i2~4 rel—-57a—,22
ub+4Avoiding the PuddleMid20~22-19+12a (+2)—17
uf+1—Mid17-10+2c—10
uf+1,1Kasane KaishakuMidi29~30 rel-10+9c—,17
uf+1,NSS.1Double DecapitationMidi29~30 rel-10+9c—,22
uf+1+2Rainbow DropThrow11+0+1—40
uf+1+3Death CopterMid113~114—+30a—40
uf+1+3,bDeath Copter TrickMid93~94—+24a—35
uf+1+3,dDeath Copter Slice (1)Mid55~56-3+34a—25
uf+1+3,d2Death Copter Slice (2)Mid83~84-1+34a—30
uf+2Kurama IttoLow35~36-16+6g+25a25
uf+3Rising KneeMid15-13+32a (+22)—15
uf+3+4Poison WindMid31~35-16~-12-4a—20
uf+3+4,1Poison Wind Bronze FistHighi16~18 rel-1-43—,8—
uf+3+4,1,3+4Poison Wind Steel SmashMidi31~35 rel0~+4-14a—,21
uf+3+4,1,4Poison Wind Silver FistMidi17~28i28~39 rel-14 to +13 g+27a (+17a)—,15
uf+3+4,1,4,1Poison Wind Gold StrikeMidi24~25 rel-9+1c+6a,15
uf+3+4,1,4,NSS.1—Midi24~25 rel-9+16a+52a,24
uf+3+4,3Poison Wind Eclipse KickMid ⋯i39~42i3~6 rel-4~-1+27a—,10,10
uf+3+4,3+4Poison Wind > Kangaroo KickMidi25~26 rel-13+52a (+42)—,25
uf+4Avoiding the PuddleMid20~22-9+22a—21
WFL.3SakanoboriMid17-16+2a (-7)—25
WFL.4TsurubebiLow23~24-9+15c—15
ws1—Mid13~14-10+1+612—
ws1,1—Highi18 rel-11+0—,12
ws1,1,1—Highi18 rel-11+0—,12
ws1,1,1,1Door KnockerMidi25~26 rel+0+6c—,25
ws1,2Door Knocker to Back KnuckleHighi25~26 rel-4+14g+39a,18
ws1,2,1Door Knocker ShredderMidi26~27 rel-12+17a (+10)—,21
ws1,2,db+2Door Knocker > Back Knuckle Slap U CrazyMidi15 rel-5+6—,8—
ws2Exorcism FistMid15~16-4+7—13—
ws2,1Scowling Moon GodMidi27~28 rel-3+36a (+26)—,14
ws2,NSS.1—Highi23 rel-6+5—,16
ws2,NSS.1,2Scowling Aratama—— rel————
ws2,NSS.1,3Scowling Spirit—— rel————
ws3—Mid16-6+3—12—
ws3,2Kimon MatagiMidi32 rel-12+0a—,20
ws4Toe SmashMid11~12-6+5—14—