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Yoshimitsu Tekken 8 fighter artwork
Tekken 8 Move & Ability Guide

Yoshimitsu moves, skills and special abilities

Move & Ability Guide

Move reference with controller-independent commands, throws, stances, Heat and Rage entries. Community move data: TekkenDocs / Wavu Wiki, with credit to RBNorway. Check Practice Mode for current-patch values.

312 ability entries29 Basic Attacks124 Command Moves11 Throws4 Heat1 Rage Art16 Crouching / Rising Attack84 Stance Technique43 Stance / Utility
Tekken inputs: Forward means toward the opponent; Back means away. Reverse horizontal directions when facing left. A comma or β†’ separates steps; + means press together. Use your assigned buttons if controls were remapped. 1 = left punch (PS Square / Xbox X); 2 = right punch (Triangle / Y); 3 = left kick (Cross / A); 4 = right kick (Circle / B). f/b/u/d = Forward/Back/Up/Down; df/db/uf/ub are diagonals; uppercase directions are held. n = neutral. qcf/qcb = quarter-circle forward/back; hcf/hcb = half-circle forward/back. WR = while running; WS = while rising; FC = full crouch; BT = back turned; H. = Heat; R. = Rage. ~ = quick transition; : = precise just-frame timing. Named stance prefixes require that stance; read the command details below.

Basic Attacks

29
Jab
Basic Attack
Controls: Universal Tekken notation
How it is used
1
Read as: left punch

Hit level: h. Damage: 5. Startup: i10. On block: +1. On hit: +8.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
Recovers 2f faster on hit or block (t27 r17)
Naguri Kabuto Wari
Basic Attack
Controls: Universal Tekken notation
How it is used
1,1
Read as: left punch β†’ left punch

Hit level: h, m. Damage: 5, 19. Startup: i10, i23. On block: -9. On hit: +4c.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Floor Break * Weapon * Combo from 1st hit with 1f delay * Move can be delayed 3f * Interrupt with i4 from 1st block * 3 chip damage on block * Power up in NSS or Heat
Move 1,NSS.1
Basic Attack
Controls: Universal Tekken notation
How it is used
1,NSS.1
Read as: left punch β†’ NSS.left punch

Hit level: h, m. Damage: 5, 22. Startup: i10, i23. On block: -9. On hit: +22a (+17).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Floor Break * Weapon * Combo from 1st hit with 1f delay * Input can be delayed 3f * Interrupt with i4 from 1st block * 8 chip damage on block * Recovers 1 base health or 6 additional recoverable health on hit * Recovers 1 base health when remaining recoverable health is 5 or less * 1,H.1: Consumes 90F of remaining Heat time
Right Jab
Basic Attack
Controls: Universal Tekken notation
How it is used
2
Read as: right punch

Hit level: h. Damage: 10. Startup: i11. On block: -1. On hit: +5. Counter hit: +8.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Seiken Douharai
Basic Attack
Controls: Universal Tekken notation
How it is used
2,1
Read as: right punch β†’ left punch

Hit level: h, m. Damage: 10, 23. Startup: i11, i26~27. On block: -9. On hit: +12a.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Balcony Break * Weapon * Combo from 1st CH with 1f delay * Move cannot be delayed * Cancel to -12 -6 r30 with B * Interrupt with i8 from 1st block * Replaced by a different move in NSS
Mushibami
Basic Attack
Controls: Universal Tekken notation
How it is used
2,2
Read as: right punch β†’ right punch

Hit level: h, h. Damage: 10, 18. Startup: i11, i24. On block: -1. On hit: +15g.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Tornado * Balcony Break (airborne) * Combo from 1st hit with 1f delay * Move cannot be delayed * Enter KIN r25 with 1+2 * Transitions to NSS on hit or block only * Recovers 2f faster on hit or block * Interrupt with i5 from 1st block * Hit vs BT +20a (+11)
PK Combo
Basic Attack
Controls: Universal Tekken notation
How it is used
2,3
Read as: right punch β†’ left kick

Hit level: h, h. Damage: 10, 24. Startup: i11, i26~27. On block: -10. On hit: +16a (+7).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Balcony Break * Combo from 1st CH with 2f delay * Interrupt with i6 from 1st block * Whiffs vs SSR from 1st block * Move can be delayed 5f
Karakuri Uzumaki
Basic Attack
Controls: Universal Tekken notation
How it is used
2,NSS.1
Read as: right punch β†’ NSS.left punch

Hit level: h, h. Damage: 10, 5,15. Startup: i11, i23~24 i18. On block: -5. On hit: +19a.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Balcony Break * Combo from 1st hit * Interrupt with i3 from 1st block * Jail from 2nd attack * Duckable
PDK Combo
Basic Attack
Controls: Universal Tekken notation
How it is used
2,d+3
Read as: right punch β†’ Down + left kick

Hit level: h, L. Damage: 10, 11. Startup: i11, i22. On block: -12. On hit: -1.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Combo from 1st hit with 2f delay * Interrupt with i4 from 1st block * Input can be delayed 2f * Move cannot be delayed * High crush 10~
Enma
Basic Attack
Controls: Universal Tekken notation
How it is used
3
Read as: left kick

Hit level: m. Damage: 12. Startup: i15~16. On block: -9. On hit: +5.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Enma's Flame
Basic Attack
Controls: Universal Tekken notation
How it is used
3,1
Read as: left kick β†’ left punch

Hit level: m, h. Damage: 12, 20. Startup: i15~16, i22~24. On block: +7. On hit: +18g.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Heat Engager * Heat Dash +62a (+42) * Balcony Break * Weapon * Combo from 1st hit * Interrupt with i1 from 1st block * 4 chip damage on block * Does not transition to DGF during Heat activation or Heat Dash * Power up in NSS or Heat * Recovers in 1SS * Low crush 26~
Move 3,2
Basic Attack
Controls: Universal Tekken notation
How it is used
3,2
Read as: left kick β†’ right punch

Hit level: m, m. Damage: 12, 12. Startup: i15~16, i22. On block: -12. On hit: +1.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
Interrupt with i1 from 1st block
Enma's Cleansing Sword
Basic Attack
Controls: Universal Tekken notation
How it is used
3,2,1+2
Read as: left kick β†’ right punch β†’ left punch + right punch

Hit level: m, m, M. Damage: 12, 12, 26. Startup: i15~16, ,i26~27. On block: -14c. On hit: +20a (+10).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Balcony Break * Weapon * Combo from 2nd hit with 4f delay * Input can be delayed 10f * Move can be delayed 9f * Interrupt with i7 from 2nd block * 5 chip damage on block * Power up in NSS or Heat
Enma's Soul Blade
Basic Attack
Controls: Universal Tekken notation
How it is used
3,2,NSS.1+2
Read as: left kick β†’ right punch β†’ NSS.left punch + right punch

Hit level: m, m, M. Damage: 12, 12, 27. Startup: i15~16, ,i26~27. On block: -14c. On hit: +20a (+10).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Balcony Break * Weapon * Combo from 2nd hit with 4f delay * Input can be delayed 10f * Move can be delayed 9f * 10 chip damage on block * Clean hit 35 damage * Recovers 1 base health or 6 additional recoverable health on hit * Recovers 1 base health when remaining recoverable health is 5 or less * 3,2,H.1+2: Consumes 180F of remaining Heat time
Move 3,NSS.1
Basic Attack
Controls: Universal Tekken notation
How it is used
3,NSS.1
Read as: left kick β†’ NSS.left punch

Hit level: m, h. Damage: 12, 22. Startup: i15~16, i22~24. On block: +7. On hit: +18g.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Heat Engager * Heat Dash +5, +62a (+42) * Balcony Break * Weapon * Combo from 1st hit * 6 chip damage on block * Recovers 1 base health or 6 additional recoverable health on hit * Recovers 1 base health when remaining recoverable health is 5 or less * Does not transition to DGF during Heat Dash * Recovers in 1SS * 3,H.1: Consumes 90F of remaining Heat time * Low crush 26~
Tobi Ushiwaka
Basic Attack
Controls: Universal Tekken notation
How it is used
3~4
Read as: left kick (quick transition) right kick

Hit level: m,m. Damage: 6,22. Startup: i17~18 i28~29. On block: -6. On hit: +3.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Jail from 1st attack * Enter DGF +5 +14 r18 with 1SS.U * Cannot transition after frame 29 * Low crush 12~37 * Floating state 38~40
Magic 4
Basic Attack
Controls: Universal Tekken notation
How it is used
4
Read as: right kick

Hit level: h. Damage: 16. Startup: i12~13. On block: -11. On hit: +0. Counter hit: +20a (+10).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
Balcony Break (airborne)
Double Roundhouse
Basic Attack
Controls: Universal Tekken notation
How it is used
4,4
Read as: right kick β†’ right kick

Hit level: h, h. Damage: 16, 16. Startup: i12~13, i24~25. On block: -4. On hit: +4.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Combo from 1st hit with 4f delay * Move cannot be delayed
Move 4,4,2
Basic Attack
Controls: Universal Tekken notation
How it is used
4,4,2
Read as: right kick β†’ right kick β†’ right punch

Hit level: h, h, m. Damage: 16, 16, 5. Startup: i12~13, ,i30~31. On block: -22. On hit: -12.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
Yoshimitsu recovers sideturned on block
Wheel of Arrows
Basic Attack
Controls: Universal Tekken notation
How it is used
4,4,2,2
Read as: right kick β†’ right kick β†’ right punch β†’ right punch

Hit level: h, h, m, h. Damage: 16, 16, 5, 6. Startup: i12~13, ,i22~23. On block: -24. On hit: -13b.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Combo from 3rd hit
Wheel of Arrows > Sword Stab
Basic Attack
Controls: Universal Tekken notation
How it is used
4,4,2,2,1
Read as: right kick β†’ right kick β†’ right punch β†’ right punch β†’ left punch

Hit level: h, h, m, h, m!. Damage: 16, 16, 5, 6, 30. Startup: i12~13, ,i67. On hit: -18.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Weapon
Wheel of Arrows > Sword Poke Windmill
Basic Attack
Controls: Universal Tekken notation
How it is used
4,4,2,2,1~1
Read as: right kick β†’ right kick β†’ right punch β†’ right punch β†’ left punch (quick transition) left punch

Hit level: h, h, m, h, m!, m!. Damage: 16, 16, 5, 6, 30, 22. Startup: i12~13, ,i28~113. On hit: -58.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Weapon * Cancel early to r26 with B (earliest cancel -12a) * Possible to double-hit
Move 4,4,2,2,NSS.1
Basic Attack
Controls: Universal Tekken notation
How it is used
4,4,2,2,NSS.1
Read as: right kick β†’ right kick β†’ right punch β†’ right punch β†’ NSS.left punch

Hit level: h, h, m, h, m. Damage: 16, 16, 5, 6, 30. Startup: i12~13, ,i67. On block: -54. On hit: -17a.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Move 4,4,2,2,NSS.1~1
Basic Attack
Controls: Universal Tekken notation
How it is used
4,4,2,2,NSS.1~1
Read as: right kick β†’ right kick β†’ right punch β†’ right punch β†’ NSS.left punch (quick transition) left punch

Hit level: h, h, m, h, m, h!. Damage: 16, 16, 5, 6, 30, 40. Startup: i12~13, ,i20~105. On hit: -49a (-75).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Balcony Break * Cancel early to r30 with B
Triple Roundhouse Combo
Basic Attack
Controls: Universal Tekken notation
How it is used
4,4,4
Read as: right kick β†’ right kick β†’ right kick

Hit level: h, h, h. Damage: 16, 16, 20. Startup: i12~13, ,i24~25. On block: -4. On hit: +18a (+9).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Balcony Break * Combo from 2nd CH with 4f delay * Move cannot be delayed
Kangaroo Kick
Basic Attack
Controls: Universal Tekken notation
How it is used
4~3
Read as: right kick (quick transition) left kick

Hit level: m. Damage: 25. Startup: i25~26. On block: -13. On hit: +52a (+42).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Tornado * Evasive, can go under some mids * High crush 4~22 * Floating state 10~50
Guillotine Crow Trap
Basic Attack
Controls: Universal Tekken notation
How it is used
1+2,P
Read as: left punch + right punch β†’ P

Hit level: M,M. Damage: 10,12. Startup: i15~18 i3~6. On block: +1c~+4c. On hit: +14a.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* is1~20 * Low crush 11~42 * Floating state 43~45
Spirit Shield
Basic Attack
Controls: Universal Tekken notation
How it is used
1+2+3
Read as: left punch + right punch + left kick

Hit level: m. Damage: 0. Startup: i22~40. On block: -8~+10g. On hit: +0~+18. Counter hit: +16~+34.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Weapon * Can hit grounded when up-close and off-axis
Soul Stealer
Basic Attack
Controls: Universal Tekken notation
How it is used
1+4
Read as: left punch + right kick

Hit level: m. Damage: 20. Startup: i6~9. On block: -20. On hit: +14c.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Weapon * 70% proration on standing hit * Recovers 12f faster on hit * Hit vs BT +11d (FDFT) * Power up in NSS or Heat * Can be done from Crouch Level 1

Command Moves

124
Manji Backfist
Command Move
Controls: Universal Tekken notation
How it is used
f+2
Read as: Forward + right punch

Hit level: h. Damage: 18. Startup: i17~18. On block: -4. On hit: +14g. Counter hit: +39a.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
Balcony Break
Manji Backfist Shredder
Command Move
Controls: Universal Tekken notation
How it is used
f+2,1
Read as: Forward + right punch β†’ left punch

Hit level: h, M. Damage: 18, 21. Startup: i17~18, i26~27. On block: -12. On hit: +17a (+10).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Tornado * Weapon * Combo from 1st CH +66a (+50)
Manji Backfist Swipe
Command Move
Controls: Universal Tekken notation
How it is used
f+2,NSS.1
Read as: Forward + right punch β†’ NSS.left punch

Hit level: h, m. Damage: 18, 21. Startup: i17~18, i26~27. On block: -12. On hit: +17a (+10).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Tornado * Airborne combo from 1st CH (+66a (+50))
Backfist > Stone Fist
Command Move
Controls: Universal Tekken notation
How it is used
f+2,db+2
Read as: Forward + right punch β†’ Down-Back + right punch

Hit level: h, m. Damage: 18, 8. Startup: i17~18, i15. On block: -5. On hit: +6.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Input can be delayed 2f * Move cannot be delayed * Leads to db+2 extensions
Oni Kick
Command Move
Controls: Universal Tekken notation
How it is used
f+3
Read as: Forward + left kick

Hit level: h. Damage: 24. Startup: i16~17. On block: -9. On hit: +17a (+8).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Homing * Balcony Break
Zig Zag
Command Move
Controls: Universal Tekken notation
How it is used
f+3,4
Read as: Forward + left kick β†’ right kick

Hit level: h, m. Damage: 24, 20. Startup: i16~17, i23~24. On block: -6. On hit: +37a (+23).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Knee * 2nd hit delayed 18f * Interrupt with i17 from 1st block * Low crush 22~29 * Floating state 30~32
Toita Daoshi
Command Move
Controls: Universal Tekken notation
How it is used
f+4
Read as: Forward + right kick

Hit level: m. Damage: 20. Startup: i18. On block: -13. On hit: +21a (+11).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Balcony Break * -9 on block after absorbing an attack * 8 chip damage on attack absorption * Power crush 7~17
Kuzuryu
Command Move
Controls: Universal Tekken notation
How it is used
f+1+2
Read as: Forward + left punch + right punch

Hit level: M. Damage: 23. Startup: i20. On block: -12. On hit: +8a (-1).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Heat Engager * Heat Dash +5, +62a (+42) * Balcony Break * Weapon * 4 chip damage on block * Power up in NSS or Heat (29 damage and extended range)
Kamikaze
Command Move
Controls: Universal Tekken notation
How it is used
f+3+4
Read as: Forward + left kick + right kick

Hit level: m,M,M,M. Damage: 18,3,3,3. Startup: i21~25. On block: -13~-9. On hit: -8a (-15).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Balcony Break * Floor Break * Head * Floor break occurs on 4th hit * Transition to FLE on hit only * Attacks after 1st only come out on hit * Combo from 1st hit does 2,1,1 damage * Combo does 2 extra damage from FLE.n * Cancel to r65 BT earliest on frame 10 with b * Automatically transitions to r55 IND on self-wallsplat * Total and recovery frames on hit r19 t88
Tsuka Atemi
Command Move
Controls: Universal Tekken notation
How it is used
df+1
Read as: Down-Forward + left punch

Hit level: m. Damage: 14. Startup: i13. On block: -4. On hit: +5.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Tsuka Atemi to Back Knuckle
Command Move
Controls: Universal Tekken notation
How it is used
df+1,2
Read as: Down-Forward + left punch β†’ right punch

Hit level: m, h. Damage: 14, 16. Startup: i13, i25~26. On block: -4. On hit: +14g. Counter hit: +39a.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Balcony Break * Combo from 1st CH with 2f delay * Interrupt with i5 from 1st block * Move cannot be delayed
Tsuka Atemi Shredder
Command Move
Controls: Universal Tekken notation
How it is used
df+1,2,1
Read as: Down-Forward + left punch β†’ right punch β†’ left punch

Hit level: m, h, M. Damage: 14, 16, 19. Startup: i13, ,i26~27. On block: -12. On hit: +17a (+10).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Tornado * Weapon * Combo from 2nd CH +66a (+50) * Interrupt with i1 from 2nd block
Tsuka Atemi Swipe
Command Move
Controls: Universal Tekken notation
How it is used
df+1,2,NSS.1
Read as: Down-Forward + left punch β†’ right punch β†’ NSS.left punch

Hit level: m, h, M. Damage: 14, 16, 19. Startup: i13, ,i26~27. On block: -12. On hit: +17a (+10).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Tornado * Combo from 2nd CH
Tsuka Atemi > Slap U Crazy
Command Move
Controls: Universal Tekken notation
How it is used
df+1,2,db+2
Read as: Down-Forward + left punch β†’ right punch β†’ Down-Back + right punch

Hit level: m, h, m. Damage: 14, 16, 8. Startup: i13, ,i15. On block: -5. On hit: +6.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Jail from 2nd block * Leads to db+2 extensions
Autumn Leaves
Command Move
Controls: Universal Tekken notation
How it is used
df+1,4
Read as: Down-Forward + left punch β†’ right kick

Hit level: m, m. Damage: 14, 17. Startup: i13, i17. On block: -12. On hit: +4.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Jail from 1st attack with 2f delay * Input can be delayed 2f * Move cannot be delayed * 2nd hit can whiff at certain ranges, -20 on whiff
Basic Uppercut
Command Move
Controls: Universal Tekken notation
How it is used
df+2
Read as: Down-Forward + right punch

Hit level: m. Damage: 13. Startup: i15~16. On block: -7. On hit: +34a (+24).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* +4s against crouching * Launches crouching on CH * Can evade jabs on frames ?~?
Move df+3
Command Move
Controls: Universal Tekken notation
How it is used
df+3
Read as: Down-Forward + left kick

Hit level: m. Damage: 10. Startup: i17~18. On block: -4. On hit: +4.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Wood Cutter
Command Move
Controls: Universal Tekken notation
How it is used
df+3,1
Read as: Down-Forward + left kick β†’ left punch

Hit level: m, M. Damage: 10, 20. Startup: i17~18, i23~24. On block: -9. On hit: +4c. Counter hit: +6a.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Floor Break * Weapon * Combo from 1st hit * Interrupt with i1 from 1st block * 4 chip damage on block * Power up in NSS or Heat * Input can be held to transition to d+1*
Wood Chopper
Command Move
Controls: Universal Tekken notation
How it is used
df+3,NSS.1
Read as: Down-Forward + left kick β†’ NSS.left punch

Hit level: m, M. Damage: 10, 24. Startup: i17~18, i23~24. On block: -9. On hit: +16a. Counter hit: +52a.

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Command details & verification
* Floor Break * Weapon * Combo from 1st hit * Recovers 1 base health or 6 additional recoverable health on hit * Recovers 1 base health when remaining recoverable health is 5 or less * 9 chip damage on block * Input can be held to transition to d+1* * df+3,H.1: Consumes 90F of remaining Heat time
Side Kick
Command Move
Controls: Universal Tekken notation
How it is used
df+4
Read as: Down-Forward + right kick

Hit level: m. Damage: 15. Startup: i12. On block: -7. On hit: +4.

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Command details & verification
Recovers 2f faster on hit or block
Gehosen (Simple Input)
Command Move
Controls: Universal Tekken notation
How it is used
df+1+4
Read as: Down-Forward + left punch + right kick

Hit level: M. Damage: 20. Startup: i20~21. On block: -17. On hit: +35a (+25).

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Command details & verification
* Weapon * Can be performed in FC * Recovers 7f faster on hit * Transition to r34 KIN with 1+2 * Transition to r30 KIN with 1+2 only when performing KIN.f+2 immediately after * Faster startup and 22 damage with input f,n,d,df+1 * Low crush 20~42 * Floating state 43~45
Flashing Steel (Simple Input)
Command Move
Controls: Universal Tekken notation
How it is used
df+2+3
Read as: Down-Forward + right punch + left kick

Hit level: m. Damage: 18. Startup: i17~18. On block: -13. On hit: +6g. Counter hit: +58a (+38).

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Command details & verification
* Balcony Break * Weapon * Can be performed in FC * Faster startup and 20 damage with input f,n,d,df+2 * High crush 9~17
Quick Slash
Command Move
Controls: Universal Tekken notation
How it is used
d+1
Read as: Down + left punch

Hit level: M. Damage: 15. Startup: i24~25. On block: -9. On hit: +1c. Counter hit: +6a.

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Command details & verification
* Floor Break * Weapon * 4 chip damage on block * Power up in NSS or Heat
Death Slash (1)
Command Move
Controls: Universal Tekken notation
How it is used
d+1*(1),n

Hit level: M!. Damage: 20. Startup: i55~56. On hit: +4c. Counter hit: +6a.

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Command details & verification
* Floor Break * Weapon * Slowly realigns while charging * Can be canceled with b*
Death Slash (2)
Command Move
Controls: Universal Tekken notation
How it is used
d+1*(2),n

Hit level: M!. Damage: 25. Startup: i99~100. On hit: +4c. Counter hit: +6a.

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Command details & verification
* Floor Break * Weapon * Slowly realigns while charging * Can be canceled with b*
Death Slash (3)
Command Move
Controls: Universal Tekken notation
How it is used
d+1*(3),n

Hit level: M!. Damage: 30. Startup: i130~131. On hit: +4c. Counter hit: +6a.

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Command details & verification
* Floor Break * Weapon * Slowly realigns while charging * Can be canceled with b*
Death Slash (4)
Command Move
Controls: Universal Tekken notation
How it is used
d+1*(4),n

Hit level: M!. Damage: 40. Startup: i179~180. On hit: +16a. Counter hit: +52a.

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Command details & verification
* Floor Break * Weapon * Slowly realigns while charging * Can be canceled with b*
Death Slash (5)
Command Move
Controls: Universal Tekken notation
How it is used
d+1*(5),n

Hit level: M!. Damage: 60. Startup: i214~215. On hit: +16a. Counter hit: +52a.

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Command details & verification
* Floor Break * Weapon * Slowly realigns while charging * Can be canceled with b*
Death Slash (6)
Command Move
Controls: Universal Tekken notation
How it is used
d+1*(6),n

Hit level: M!. Damage: 200. Startup: i249~250. On hit: +16a. Counter hit: +52a.

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Command details & verification
* Floor Break * Weapon * Slowly realigns while charging * Can be canceled with b*
Move d+2
Command Move
Controls: Universal Tekken notation
How it is used
d+2
Read as: Down + right punch

Hit level: M. Damage: 12. Startup: i16~17. On block: -9~-8. On hit: +0~+1.

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Command details & verification
Weapon
Heshikirigari
Command Move
Controls: Universal Tekken notation
How it is used
d+2,1
Read as: Down + right punch β†’ left punch

Hit level: M, h. Damage: 12, 23. Startup: i16~17, i27~28. On block: -9. On hit: +17a (+8).

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Command details & verification
* Balcony Break * Weapon * Combo from 1st hit with 8f delay * Input can be delayed 16f * Move can be delayed 10f
Heshikirimutou
Command Move
Controls: Universal Tekken notation
How it is used
d+2,2
Read as: Down + right punch β†’ right punch

Hit level: M, m. Damage: 12, 15. Startup: i16~17, i22~23. On block: -12. On hit: +7g. Counter hit: +28a (+22).

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Command details & verification
* Weapon * Combo from 1st hit with 13f delay * Input can be delayed 16f * Move can be delayed 10f * In 1SS Enter NSS r31 with B
Heshikiribarai
Command Move
Controls: Universal Tekken notation
How it is used
d+2,2,1
Read as: Down + right punch β†’ right punch β†’ left punch

Hit level: M, m, h. Damage: 12, 15, 20. Startup: i16~17, ,i19~20. On block: -9. On hit: +8a (-1).

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Command details & verification
* Balcony Break * Weapon * Input can be delayed 10f * Move can be delayed 9f
Heshikiriseibatsu
Command Move
Controls: Universal Tekken notation
How it is used
d+2,2,2
Read as: Down + right punch β†’ right punch β†’ right punch

Hit level: M, m, M. Damage: 12, 15, 19. Startup: i16~17, ,i25~27. On block: -13. On hit: +16a (+9).

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Command details & verification
* Tornado * Weapon * Input can be delayed 10f * Move can be delayed 9f * Steel pedal
Move d+2,2,NSS.1
Command Move
Controls: Universal Tekken notation
How it is used
d+2,2,NSS.1
Read as: Down + right punch β†’ right punch β†’ NSS.left punch

Hit level: M, m, h. Damage: 12, 15, 20. Startup: i16~17, ,i19~20. On block: -9. On hit: +8a (-1).

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Command details & verification
* Balcony Break * Input can be delayed 10f * Move can be delayed 9f
Move d+2,2,NSS.d+1
Command Move
Controls: Universal Tekken notation
How it is used
d+2,2,NSS.d+1
Read as: Down + right punch β†’ right punch β†’ NSS.Down + left punch

Hit level: M, m, m. Damage: 12, 15, 17. Startup: i16~17, ,i29~30. On block: -12. On hit: +2c. Counter hit: +42a.

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Command details & verification
* Floor Break * Input can be delayed 10f * Move can be delayed 9f
Heshikirinagi
Command Move
Controls: Universal Tekken notation
How it is used
d+2,2,d+1
Read as: Down + right punch β†’ right punch β†’ Down + left punch

Hit level: M, m, m. Damage: 12, 15, 17. Startup: i16~17, ,i29~30. On block: -12. On hit: +2c. Counter hit: +42a.

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Command details & verification
* Floor Break * Weapon * Input can be delayed 10f * Move can be delayed 9f * Last hit has shorter range and no Weapon property in NSS
Heshikirigari
Command Move
Controls: Universal Tekken notation
How it is used
d+2,NSS.1
Read as: Down + right punch β†’ NSS.left punch

Hit level: M, h. Damage: 12, 18. Startup: i16~17, i27~28. On block: -9. On hit: +10g.

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Command details & verification
* Balcony Break * Combo from 1st hit with 8f delay * Input can be delayed 16f * Move can be delayed 10f
Low Sweep
Command Move
Controls: Universal Tekken notation
How it is used
d+3
Read as: Down + left kick

Hit level: L. Damage: 12. Startup: i15~17. On block: -18~-16. On hit: -4~-2.

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Command details & verification
Most commonly impacts on frame 16, except when tracking right * High crush 4~
Toe Check
Command Move
Controls: Universal Tekken notation
How it is used
d+4
Read as: Down + right kick

Hit level: l. Damage: 6. Startup: i12. On block: -15. On hit: -4.

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Command details & verification
* High crush 4~
Harakiri
Command Move
Controls: Universal Tekken notation
How it is used
d+1+4
Read as: Down + left punch + right kick

Hit level: m!. Damage: 60. Startup: i29~30. On hit: -32a.

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Command details & verification
* Weapon * 60 self damage during 1st recovery frame * Can connect from the front if the opponent attacks into it
Move d+1+4,B+1
Command Move
Controls: Universal Tekken notation
How it is used
d+1+4,B+1
Read as: Down + left punch + right kick β†’ hold Back + left punch

Hit level: m!, m!. Damage: 60, 18. Startup: i29~30, i1~39. On hit: -29a.

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Command details & verification
* Weapon * 6 self damage
Move d+1+4,B+1,1
Command Move
Controls: Universal Tekken notation
How it is used
d+1+4,B+1,1
Read as: Down + left punch + right kick β†’ hold Back + left punch β†’ left punch

Hit level: m!, m!, m!. Damage: 60, 18, 20. Startup: i29~30, ,i1~18. On hit: -29a.

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Command details & verification
* Weapon * 6 self damage
Move d+1+4,B+1,1,1
Command Move
Controls: Universal Tekken notation
How it is used
d+1+4,B+1,1,1
Read as: Down + left punch + right kick β†’ hold Back + left punch β†’ left punch β†’ left punch

Hit level: m!, m!, m!, m!. Damage: 60, 18, 20, 21. Startup: i29~30, ,i1~18. On hit: -29a.

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Command details & verification
* Weapon * 10 self damage
Move d+1+4,B+1,1,1,1
Command Move
Controls: Universal Tekken notation
How it is used
d+1+4,B+1,1,1,1
Read as: Down + left punch + right kick β†’ hold Back + left punch β†’ left punch β†’ left punch β†’ left punch

Hit level: m!, m!, m!, m!, m!. Damage: 60, 18, 20, 21, 28. Startup: i29~30, ,i1~18. On hit: -29a.

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Command details & verification
* Weapon * 12 self damage
Harakiri > Manji Blood Dance
Command Move
Controls: Universal Tekken notation
How it is used
d+1+4,B+1,1,1,1,1
Read as: Down + left punch + right kick β†’ hold Back + left punch β†’ left punch β†’ left punch β†’ left punch β†’ left punch

Hit level: m!, m!, m!, m!, m!, m!. Damage: 60, 18, 20, 21, 28, 30. Startup: i29~30, ,i1~35. On hit: -30a.

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Command details & verification
* Weapon * 17 self-damage * The entire string deals 111 self damage
Move db+1
Command Move
Controls: Universal Tekken notation
How it is used
db+1
Read as: Down-Back + left punch

Hit level: L. Damage: 12. Startup: i26~28. On block: -11~-9. On hit: +4~+6. Counter hit: +7~+9.

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Command details & verification
Unavailable in NSS * High crush 8~
Nebular Burst
Command Move
Controls: Universal Tekken notation
How it is used
db+1,2
Read as: Down-Back + left punch β†’ right punch

Hit level: L, m. Damage: 12, 20. Startup: i26~28, i25~26. On block: -13. On hit: +0. Counter hit: +6g.

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Command details & verification
* Balcony Break (airborne or CH) * Combo from 1st with 1f delay * Combo from 1st CH with 8f delay * Input can be delayed 8f
Move db+2
Command Move
Controls: Universal Tekken notation
How it is used
db+2
Read as: Down-Back + right punch

Hit level: m. Damage: 8. Startup: i15. On block: -5. On hit: +6.

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Move db+2,2
Command Move
Controls: Universal Tekken notation
How it is used
db+2,2
Read as: Down-Back + right punch β†’ right punch

Hit level: m, m. Damage: 8, 7. Startup: i15, i10~14. On block: -9~-5. On hit: +2~+6.

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Command details & verification
Combo from 1st hit
Move db+2,2,2
Command Move
Controls: Universal Tekken notation
How it is used
db+2,2,2
Read as: Down-Back + right punch β†’ right punch β†’ right punch

Hit level: m, m, m. Damage: 8, 7, 6. Startup: i15, ,i10~14. On block: -9~-5. On hit: +2~+6.

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Command details & verification
Combo from 1st hit
Move db+2,2,2,2
Command Move
Controls: Universal Tekken notation
How it is used
db+2,2,2,2
Read as: Down-Back + right punch β†’ right punch β†’ right punch β†’ right punch

Hit level: m, m, m, m. Damage: 8, 7, 6, 5. Startup: i15, ,i10~14. On block: -9~-5. On hit: +2~+6.

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Command details & verification
Combo from 3rd CH
Move db+2,2,2,2,2
Command Move
Controls: Universal Tekken notation
How it is used
db+2,2,2,2,2
Read as: Down-Back + right punch β†’ right punch β†’ right punch β†’ right punch β†’ right punch

Hit level: m, m, m, m, m. Damage: 8, 7, 6, 5, 4. Startup: i15, ,i10~14. On block: -9~-5. On hit: +2~+6.

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Command details & verification
* Combo from 4th hit * Combo from 3rd CH
Stone Fists
Command Move
Controls: Universal Tekken notation
How it is used
db+2,2,2,2,2,2
Read as: Down-Back + right punch β†’ right punch β†’ right punch β†’ right punch β†’ right punch β†’ right punch

Hit level: m, m, m, m, m, m. Damage: 8, 7, 6, 5, 4, 3. Startup: i15, ,i10~14. On block: -49. On hit: -37.

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Command details & verification
Combo from 5th CH
Move db+3
Command Move
Controls: Universal Tekken notation
How it is used
db+3
Read as: Down-Back + left kick

Hit level: l. Damage: 8. Startup: i18~19. On block: -25. On hit: -14.

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Command details & verification
* High crush 6~
Move db+3,3
Command Move
Controls: Universal Tekken notation
How it is used
db+3,3
Read as: Down-Back + left kick β†’ left kick

Hit level: l, l. Damage: 8, 7. Startup: i18~19, i15~17. On block: -19. On hit: -7.

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Command details & verification
* Combo from 1st hit * Enter IND r20 with d+3+4 * High crush 1~
Move db+3,3,3
Command Move
Controls: Universal Tekken notation
How it is used
db+3,3,3
Read as: Down-Back + left kick β†’ left kick β†’ left kick

Hit level: l, l, l. Damage: 8, 7, 7. Startup: i18~19, ,i15~17. On block: -19~-17. On hit: -7~-5.

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Command details & verification
* Combo from 2nd CH * Enter IND r20 with d+3+4 * High crush 1~
Move db+3,3,3,3
Command Move
Controls: Universal Tekken notation
How it is used
db+3,3,3,3
Read as: Down-Back + left kick β†’ left kick β†’ left kick β†’ left kick

Hit level: l, l, l, l. Damage: 8, 7, 7, 5. Startup: i18~19, ,i15~17. On block: -19. On hit: -7.

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Command details & verification
* Combo from 3rd CH * Enter IND r20 with d+3+4 * High crush 1~
Move db+3,3,3,3,3
Command Move
Controls: Universal Tekken notation
How it is used
db+3,3,3,3,3
Read as: Down-Back + left kick β†’ left kick β†’ left kick β†’ left kick β†’ left kick

Hit level: l, l, l, l, l. Damage: 8, 7, 7, 5, 5. Startup: i18~19, ,i15~17. On block: -19. On hit: -7.

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Command details & verification
* Combo from 4th CH * Enter IND r20 with d+3+4 * High crush 1~
Manji Spin Low Kicks
Command Move
Controls: Universal Tekken notation
How it is used
db+3,3,3,3,3,3
Read as: Down-Back + left kick β†’ left kick β†’ left kick β†’ left kick β†’ left kick β†’ left kick

Hit level: l, l, l, l, l, l. Damage: 8, 7, 7, 5, 5, 5. Startup: i18~19, ,i9~11. On block: -26. On hit: -15.

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Command details & verification
* Combo from 5th CH * High crush 1~
Manji Spin Low Kicks Front Kick
Command Move
Controls: Universal Tekken notation
How it is used
db+3,3,3,3,3,4
Read as: Down-Back + left kick β†’ left kick β†’ left kick β†’ left kick β†’ left kick β†’ right kick

Hit level: l, l, l, l, l, m. Damage: 8, 7, 7, 5, 5, 15. Startup: i18~19, ,i12~13. On block: -8. On hit: +23a (+13).

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Command details & verification
* Balcony Break * Enter KIN -6 +25a (+15) r21 with 1+2 * Enter NSS -6 +25a (+15) r24 with B * Same animation as ws4 * Can be performed following any number of db+3 lows except the first and last
Nozuchi Fumi
Command Move
Controls: Universal Tekken notation
How it is used
db+4
Read as: Down-Back + right kick

Hit level: L. Damage: 14. Startup: i17. On block: -12. On hit: -1.

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Move b+1
Command Move
Controls: Universal Tekken notation
How it is used
b+1
Read as: Back + left punch

Hit level: h. Damage: 8. Startup: i17. On block: +1. On hit: +7. Counter hit: +12.

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Command details & verification
Can transition to Spinning Evade with b+3 or b+4
Move b+1,1
Command Move
Controls: Universal Tekken notation
How it is used
b+1,1
Read as: Back + left punch β†’ left punch

Hit level: h, h. Damage: 8, 9. Startup: i17, i11~12. On block: +4. On hit: +5. Counter hit: +10.

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Command details & verification
* Combo from 1st hit * Can transition to Spinning Evade with b+3 or b+4
Move b+1,1,1
Command Move
Controls: Universal Tekken notation
How it is used
b+1,1,1
Read as: Back + left punch β†’ left punch β†’ left punch

Hit level: h, h, h. Damage: 8, 9, 10. Startup: i17, ,i11~12. On block: +4. On hit: +5. Counter hit: +10.

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Command details & verification
* Combo from 1st hit * Can transition to Spinning Evade with b+3 or b+4
Move b+1,1,1,1
Command Move
Controls: Universal Tekken notation
How it is used
b+1,1,1,1
Read as: Back + left punch β†’ left punch β†’ left punch β†’ left punch

Hit level: h, h, h, h. Damage: 8, 9, 10, 12. Startup: i17, ,i11~12. On block: +4. On hit: +5. Counter hit: +10.

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Command details & verification
* Combo from 3rd CH * Can transition to Spinning Evade with b+3 or b+4
Move b+1,1,1,1,1
Command Move
Controls: Universal Tekken notation
How it is used
b+1,1,1,1,1
Read as: Back + left punch β†’ left punch β†’ left punch β†’ left punch β†’ left punch

Hit level: h, h, h, h, h. Damage: 8, 9, 10, 12, 14. Startup: i17, ,i11~12. On block: +4. On hit: +5. Counter hit: +10.

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Command details & verification
* Combo from 4th hit * Combo from 3rd CH * Can transition to Spinning Evade with b+3 or b+4
Slap U Silly
Command Move
Controls: Universal Tekken notation
How it is used
b+1,1,1,1,1,1
Read as: Back + left punch β†’ left punch β†’ left punch β†’ left punch β†’ left punch β†’ left punch

Hit level: h, h, h, h, h, h. Damage: 8, 9, 10, 12, 14, 16. Startup: i17, ,i11~12. On block: -73. On hit: -71. Counter hit: -67.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Combo from 4th hit * Combo from 3rd CH
Move b+1,1,db+3
Command Move
Controls: Universal Tekken notation
How it is used
b+1,1,db+3
Read as: Back + left punch β†’ left punch β†’ Down-Back + left kick

Hit level: h, h, l. Damage: 8, 9, 7. Startup: i17, ,i13~14. On block: -20. On hit: -9.

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Command details & verification
* Combo from 1st hit * Can combo to DB+3 extensions * Can be performed after one or three b+1 * High crush 10~
Move b+1,1,db+3,3
Command Move
Controls: Universal Tekken notation
How it is used
b+1,1,db+3,3
Read as: Back + left punch β†’ left punch β†’ Down-Back + left kick β†’ left kick

Hit level: h, h, l, l. Damage: 8, 9, 7, 5. Startup: i17, ,i15~17. On block: -19. On hit: -7.

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Command details & verification
* Combo from 3rd CH * Can combo to db+3 extensions * Enter IND r20 with d+3+4 * Can be performed after one or three b+1 * High crush 1~
Move b+2
Command Move
Controls: Universal Tekken notation
How it is used
b+2
Read as: Back + right punch

Hit level: m. Damage: 12. Startup: i14~15. On block: -9. On hit: +2.

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Command details & verification
Enter KIN r27 with 1+2
Oma Gehosen
Command Move
Controls: Universal Tekken notation
How it is used
b+2,1
Read as: Back + right punch β†’ left punch

Hit level: m, M. Damage: 12, 20. Startup: i14~15, i27~28. On block: -17. On hit: +28a (+18).

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Command details & verification
* Weapon * Combo from 1st CH with 2f delay * Enter KIN r30 with 1+2 * Input can be delayed 14f * Low crush 28~49 * Floating state 50~52
Oma Kugiuchi
Command Move
Controls: Universal Tekken notation
How it is used
b+2,2
Read as: Back + right punch β†’ right punch

Hit level: m, h. Damage: 12, 21. Startup: i14~15, i22~23. On block: -9. On hit: +2a.

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Command details & verification
* Heat Engager * Heat Dash +43d (+35) * Weapon * Combo from 1st hit with 1f delay * Combo from 1st CH with 7f delay * Interrupt with i3 from 1st block * Input can be delayed 14f
Move b+2,NSS.1
Command Move
Controls: Universal Tekken notation
How it is used
b+2,NSS.1
Read as: Back + right punch β†’ NSS.left punch

Hit level: m, m. Damage: 12, 17. Startup: i14~15, i27~28. On block: -17. On hit: +28a (+18).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Enter KIN r30 with 1+2 * Combo from 1st CH with 2f delay * Input can be delayed 14f * Low crush 28~49 * Floating state 50~52
Move b+2,NSS.2
Command Move
Controls: Universal Tekken notation
How it is used
b+2,NSS.2
Read as: Back + right punch β†’ NSS.right punch

Hit level: m, h. Damage: 12, 18. Startup: i14~15, i22~23. On block: -9. On hit: +0.

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Command details & verification
* Heat Engager * Heat Dash +5, +43d (+35) * Combo from 1st with 1f delay * Combo from 1st CH with 7f delay * Input can be delayed 14f
Move ub+1
Command Move
Controls: Universal Tekken notation
How it is used
ub+1
Read as: Up-Back + left punch

Hit level: m. Damage: 17. Startup: i24~25. On block: -5. On hit: +4c.

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Command details & verification
* Floor Break * Weapon * Performs u+1 with a vertical jump * Low crush 9~27 * Floating state 28~30
Sword Stab
Command Move
Controls: Universal Tekken notation
How it is used
ub+1+3
Read as: Up-Back + left punch + left kick

Hit level: m!. Damage: 40. Startup: i50~52. On hit: -24.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Weapon * Punishable on close hit with FUFT.3
Face Splitter
Command Move
Controls: Universal Tekken notation
How it is used
ub+1+3,1+2
Read as: Up-Back + left punch + left kick β†’ left punch + right punch

Hit level: m!, h!. Damage: 40, 18. Startup: i50~52, i18~19. On hit: +1~+2. Counter hit: +45a.

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Command details & verification
* Floor Break * Weapon
Sword Poke Windmill
Command Move
Controls: Universal Tekken notation
How it is used
ub+1+3,n,1
Read as: Up-Back + left punch + left kick β†’ neutral β†’ left punch

Hit level: m!, m!. Damage: 40, 22. Startup: i50~52, i28~113 i2~4. On hit: -57a.

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Command details & verification
* Weapon * Cancel early to r25 with B on frame 64 * Possible to double-hit during cancel
Avoiding the Puddle
Command Move
Controls: Universal Tekken notation
How it is used
ub+4
Read as: Up-Back + right kick

Hit level: m. Damage: 17. Startup: i20~22. On block: -19. On hit: +12a (+2).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Balcony Break * Floor Break * Low crush 9~32 * Floating state 33~35
Cleansing Sword Yoshimitsu
Command Move
Controls: Universal Tekken notation
How it is used
ub+1+2
Read as: Up-Back + left punch + right punch

Hit level: M. Damage: 25. Startup: i24~25. On block: -8c. On hit: +27a (+17).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Balcony Break * Weapon * 5 chip damage on block * Power up in NSS or Heat
Helmet Strike
Command Move
Controls: Universal Tekken notation
How it is used
u+1
Read as: Up + left punch

Hit level: m. Damage: 20. Startup: i24~25. On block: -4. On hit: +5c. Counter hit: +50a.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Floor Break * Weapon * Low crush 9~27 * Floating state 28~30
Guillotine Crow Kick
Command Move
Controls: Universal Tekken notation
How it is used
u+3+4
Read as: Up + left kick + right kick

Hit level: M,M. Damage: 10,12. Startup: i39~42 i3~6. On block: +1c~+4c. On hit: +24a.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Floor Break * Floor break occurs on 2nd hit * Evades some mid attacks from frames ?-? * Yoshimitsu becomes invisible on frames 15~30 but can still be floated * Low crush 11~42 * Floating state 43~45
Move uf+1
Command Move
Controls: Universal Tekken notation
How it is used
uf+1
Read as: Up-Forward + left punch

Hit level: m. Damage: 10. Startup: i17. On block: -10. On hit: +2c.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Weapon * Good right sidestep tracking * Transition to KIN -3 +9 r26 with 1+2 * H.uf+1: Consumes 90F of remaining Heat time
Kasane Kaishaku
Command Move
Controls: Universal Tekken notation
How it is used
uf+1,1
Read as: Up-Forward + left punch β†’ left punch

Hit level: m, M. Damage: 10, 17. Startup: i17, i29~30. On block: -10. On hit: +9c.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Floor Break * Weapon * Combo from 1st hit with 4f delay * Input can be delayed 4f * Move can be delayed 3f * Interrupt with i6 from 1st block * Transition to FLE on hit only * Power up in NSS or Heat
Double Decapitation
Command Move
Controls: Universal Tekken notation
How it is used
uf+1,NSS.1
Read as: Up-Forward + left punch β†’ NSS.left punch

Hit level: m, M. Damage: 10, 22. Startup: i17, i29~30. On block: -10. On hit: +9c.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Floor Break * Weapon * Combo from 1st hit with 4f delay * Input can be delayed 4f * Move can be delayed 3f * Interrupt with i6 from 1st block * Transition to FLE on hit only * Good sidestep right tracking * Restores 3 additional recoverable health on hit
Death Copter
Command Move
Controls: Universal Tekken notation
How it is used
uf+1+3
Read as: Up-Forward + left punch + left kick

Hit level: M!. Damage: 40. Startup: i113~114. On hit: +30a.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Floor Break * Weapon * Cancel to r64 DGF with 1+2 on frame 34 * Cancel to r60 DGF with 1+2 on frame 35, delayable up to frame 92 * Becomes a different move in NSS * Low crush 9~110 * Floating state 111~113
Death Copter Slice (2)
Command Move
Controls: Universal Tekken notation
How it is used
uf+1+3<d

Hit level: M. Damage: 30. Startup: i83~84. On block: -1. On hit: +34a.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Floor Break * Weapon * 12 chip damage on block * Input during frames 35-60 of uf+1+3 * Low crush 9~80 * Floating state 81~83
Death Copter Trick
Command Move
Controls: Universal Tekken notation
How it is used
uf+1+3,b
Read as: Up-Forward + left punch + left kick β†’ Back

Hit level: M!. Damage: 35. Startup: i93~94. On hit: +24a.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Floor Break * Weapon * Cancel to r106 DGF with 1+2 on frame 79 * Input during frames 1-31 of uf+1+3 * Yoshimitsu will transition to BT if the opponent is far * Low crush 9~90 * Floating state 91~93
Death Copter Slice (1)
Command Move
Controls: Universal Tekken notation
How it is used
uf+1+3,d
Read as: Up-Forward + left punch + left kick β†’ Down

Hit level: M. Damage: 25. Startup: i55~56. On block: -3. On hit: +34a.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Floor Break * Weapon * 10 chip damage on block * Input during frames 1-31 of uf+1+3 * Low crush 9~52 * Floating state 53~55
Kurama Itto
Command Move
Controls: Universal Tekken notation
How it is used
uf+2
Read as: Up-Forward + right punch

Hit level: L. Damage: 25. Startup: i35~36. On block: -16. On hit: +6g. Counter hit: +25a.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Weapon * Cancel to r47 FC with D on frame 27 * Low crush 10~29 * Floating state 30~32
Rising Knee
Command Move
Controls: Universal Tekken notation
How it is used
uf+3
Read as: Up-Forward + left kick

Hit level: m. Damage: 15. Startup: i15. On block: -13. On hit: +32a (+22).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Knee * Can evade jabs at frames 5-7 * Low crush 9~33 * Floating state 34~36
Avoiding the Puddle
Command Move
Controls: Universal Tekken notation
How it is used
uf+4
Read as: Up-Forward + right kick

Hit level: m. Damage: 21. Startup: i20~22. On block: -9. On hit: +22a.

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Command details & verification
* Homing * Balcony Break * Floor Break * Low crush 9~32 * Floating state 33~35
Poison Wind
Command Move
Controls: Universal Tekken notation
How it is used
uf+3+4
Read as: Up-Forward + left kick + right kick

Hit level: M. Damage: 20. Startup: i31~35. On block: -16~-12. On hit: -4a.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Floor Break * In 1SS cancel to DGF r41 with 1+2 on frame 23 * In 1SS enter FLE r28 with d+1+2 * In 1SS enter IND r28 with d+1+2 (or NSS.d+1+2) * On hit, transitions to -4a r49 backward jump automatically * Landing on opponent's head, transitions to -48a (-58) r75 hop automatically, hitting Yoshimitsu during this animation forces him into BT * Low crush 10~32 * Floating state 33~35
Poison Wind Bronze Fist
Command Move
Controls: Universal Tekken notation
How it is used
uf+3+4,1
Read as: Up-Forward + left kick + right kick β†’ left punch

Hit level: M, h. Damage: 20, 8. Startup: i31~35, i16~18. On block: -1. On hit: -43.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* On hit, transitions to r49 backward jump automatically * Combo from 1st hit vs grounded * Combo from 1st hit
Poison Wind Silver Fist
Command Move
Controls: Universal Tekken notation
How it is used
uf+3+4,1,4
Read as: Up-Forward + left kick + right kick β†’ left punch β†’ right kick

Hit level: M, h, m. Damage: 20, 8, 15. Startup: i31~35, ,i17~28 i28~39. On block: -14~+13g. On hit: +27a (+17a).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
Combos from 1st (requires wall) * Low crush 29~56 * Floating state 57~59
Poison Wind Gold Strike
Command Move
Controls: Universal Tekken notation
How it is used
uf+3+4,1,4,1
Read as: Up-Forward + left kick + right kick β†’ left punch β†’ right kick β†’ left punch

Hit level: M, h, m, M. Damage: 20, 8, 15, 15. Startup: i31~35, ,i24~25. On block: -9. On hit: +1c. Counter hit: +6a.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Floor Break * Weapon * 4 chip damage on block * Power up in NSS or Heat
Move uf+3+4,1,4,NSS.1
Command Move
Controls: Universal Tekken notation
How it is used
uf+3+4,1,4,NSS.1
Read as: Up-Forward + left kick + right kick β†’ left punch β†’ right kick β†’ NSS.left punch

Hit level: M, h, m, M. Damage: 20, 8, 15, 24. Startup: i31~35, ,i24~25. On block: -9. On hit: +16a. Counter hit: +52a.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Balcony Break * Floor Break * Weapon * Can transition to d+1*,n * 9 chip damage on block * Recovers 1 base health or 6 additional recoverable health on hit * Recovers 1 base health when remaining recoverable health is 5 or less
Poison Wind Steel Smash
Command Move
Controls: Universal Tekken notation
How it is used
uf+3+4,1,3+4
Read as: Up-Forward + left kick + right kick β†’ left punch β†’ left kick + right kick

Hit level: M, h, M. Damage: 20, 8, 21. Startup: i31~35, ,i31~35. On block: +0c~+4c. On hit: -14a.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Floor Break * 3rd hit delayed 18f, effective startup i49~53 * On hit, transitions to r49 backward jump automatically * Low crush 28~50 * Floating state 51~53
Poison Wind Eclipse Kick
Command Move
Controls: Universal Tekken notation
How it is used
uf+3+4,3
Read as: Up-Forward + left kick + right kick β†’ left kick

Hit level: M, M,M. Damage: 20, 10,10. Startup: i31~35, i39~42 i3~6. On block: -4c~-1c. On hit: +27a.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Floor Break * Floor break occurs on 3rd hit * Evades mid attacks from frames ?-? * Low crush 16~47 * Floating state 48~50
Poison Wind > Kangaroo Kick
Command Move
Controls: Universal Tekken notation
How it is used
uf+3+4,3+4
Read as: Up-Forward + left kick + right kick β†’ left kick + right kick

Hit level: M, m. Damage: 20, 25. Startup: i31~35, i25~26. On block: -13. On hit: +52a (+42).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Tornado * Combo from 1st hit * High crush 9~27 * Floating state 15~55
Thunder Blade
Command Move
Controls: Universal Tekken notation
How it is used
b,B+1+4
Read as: Back β†’ hold Back + left punch + right kick

Hit level: m!. Damage: 50. Startup: i59~61. On hit: +2a.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Weapon * Cannot be buffered * Poor hitbox, will go over crouching opponents sometimes
Thunder Blade Feint to Soul Stealer
Command Move
Controls: Universal Tekken notation
How it is used
b,B+1+4,B
Read as: Back β†’ hold Back + left punch + right kick β†’ hold Back

Hit level: m. Damage: 20. Startup: i22~25. On block: -20. On hit: +14c.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Weapon * 70% proration on standing hit * Recovers 12f faster on hit * Hit vs BT +11d (FDFT) * Power up in NSS or Heat * Can be done from Crouch Level 1
Sword Smash
Command Move
Controls: Universal Tekken notation
How it is used
f,F+2
Read as: Forward β†’ hold Forward + right punch

Hit level: m. Damage: 15. Startup: i15. On block: -9. On hit: +4.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Elbow * Cannot be buffered * Increased pushback on CH
Iwatsubute
Command Move
Controls: Universal Tekken notation
How it is used
f,F+3
Read as: Forward β†’ hold Forward + left kick

Hit level: m. Damage: 20. Startup: i23~24. On block: -4. On hit: +5.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Enter KIN r25 +3 +12 with 1+2 * Cannot be buffered
Fubuki
Command Move
Controls: Universal Tekken notation
How it is used
f,F+4
Read as: Forward β†’ hold Forward + right kick

Hit level: m. Damage: 20. Startup: i15~16. On block: -6. On hit: +37a (+23).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Balcony Break * Knee * Cannot be buffered * -12 if Yoshimitsu holds back to turn around and block * Low crush 13~21 * Floating state 22~24
Solar Kick
Command Move
Controls: Universal Tekken notation
How it is used
f,F+1+2
Read as: Forward β†’ hold Forward + left punch + right punch

Hit level: m. Damage: 22. Startup: i22~24. On block: -8. On hit: +3c.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Floor Break * Cannot be buffered * Visually similar to f,F+3+4 * Low crush 10~21 * Floating state 22~24 * Low crush 25~29 * Floating state 30~32
Suicide
Command Move
Controls: Universal Tekken notation
How it is used
f,F+1+4
Read as: Forward β†’ hold Forward + left punch + right kick

Hit level: m!. Damage: 60. Startup: i45. On hit: -65a.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Weapon * Cannot be buffered * 60 self-damage during 1st recovery frame * NSS.f,F+1+4 will always cancel into f,F+1+4,n * Dealing lethal damage will award the victory to Yoshimitsu * Holding any direction will trigger the attack, not just forward
Double Suicide
Command Move
Controls: Universal Tekken notation
How it is used
f,F+1+4,F
Read as: Forward β†’ hold Forward + left punch + right kick β†’ hold Forward

Hit level: m!, m!. Damage: 60, 185. Startup: i45, i35~37. On hit: -60a.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Weapon * 200 self-damage during 1st recovery frame * Dealing lethal damage will award the victory to Yoshimitsu
Confusion
Command Move
Controls: Universal Tekken notation
How it is used
f,F+1+4,n
Read as: Forward β†’ hold Forward + left punch + right kick β†’ neutral

Hit level: m!. Damage: 60. Startup: i45,.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Reverse Cartwheel
Command Move
Controls: Universal Tekken notation
How it is used
f,F+3+4
Read as: Forward β†’ hold Forward + left kick + right kick

Hit level: m. Damage: 15. Startup: i22~24. On block: -20. On hit: -9c.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Floor Break * Cannot be buffered * Visually similar to f,F+1+2 * Low crush 10~27 * Floating state 28~30
Move f,F+3+4,1+2
Command Move
Controls: Universal Tekken notation
How it is used
f,F+3+4,1+2
Read as: Forward β†’ hold Forward + left kick + right kick β†’ left punch + right punch

Hit level: m, m. Damage: 15, 15. Startup: i22~24, i12~18. On block: -31. On hit: -2a (-12).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Balcony Break * Combo from 1st CH * Tremendous forward travel * Automatically recovers to r55 IND on self-wallsplat * Low crush 24~46 * Floating state 47~90
Solar Kick Shark Attack
Command Move
Controls: Universal Tekken notation
How it is used
f,F+3+4,1+2,3+4
Read as: Forward β†’ hold Forward + left kick + right kick β†’ left punch + right punch β†’ left kick + right kick

Hit level: m, m, m. Damage: 15, 15, 20. Startup: i22~24, ,i27. On block: -13. On hit: +52a (+42).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Tornado * Combo from 2nd hit * Combo from 1st CH * Tremendous forward travel * Low crush 1~13 * Floating state 14~54
Gehosen
Command Move
Controls: Universal Tekken notation
How it is used
f,n,d,df+1
Read as: Forward β†’ neutral β†’ Down β†’ Down-Forward + left punch

Hit level: M. Damage: 22. Startup: i17~18. On block: -17. On hit: +35a (+25a).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Weapon * Can be buffered * Enter KIN r30 with 1+2 * Can be performed from FC * Low crush 17~39 * Floating state 40~42
Flashing Steel
Command Move
Controls: Universal Tekken notation
How it is used
f,n,d,df+2
Read as: Forward β†’ neutral β†’ Down β†’ Down-Forward + right punch

Hit level: m. Damage: 20. Startup: i14~15. On block: -13. On hit: +6g. Counter hit: +58a (+38).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Balcony Break * Weapon * Can be buffered * Can be performed in FC * High crush 6~14
Moonsault Slayer
Command Move
Controls: Universal Tekken notation
How it is used
qcf+1
Read as: Down β†’ Down-Forward β†’ Forward + left punch

Hit level: h,h,M. Damage: 24,15,35. Startup: i28~34 i37 i58~60. On block: +0~+2. On hit: +30a.

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Command details & verification
* Floor Break 2nd and 3rd * Weapon * 14 chip damage on block * Can be buffered * Can be performed in FC * 1st and 2nd hits connect only vs airborne opponent * Low crush 10~55 * Floating state 56~58
Manji Kick
Command Move
Controls: Universal Tekken notation
How it is used
f,f,F+3
Read as: Forward β†’ Forward β†’ hold Forward + left kick

Hit level: M. Damage: 30. Startup: i22~23. On block: +5g. On hit: +13a (+3).

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Command details & verification
* Balcony Break * 9 chip damage on block * Enter DGF +7 +15a (+5) r34 with 1SS.U * Low crush 3~33 * Floating state 34~36
Wall Jump Backflip
Command Move
Controls: Universal Tekken notation
How it is used
(back to wall).b,b,UB
Read as: (back to wall).Back β†’ Back β†’ hold Up-Back

Hit level: m. Damage: 21. Startup: i35~38. On block: +1. On hit: +34d.

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Command details & verification
* Floating state 5~7 * is8~24 * Floating state 25~33 * Low crush 34~37 * Floating state 38~40
Move hFC.1
Command Move
Controls: Universal Tekken notation
How it is used
hFC.1
Read as: hFC.left punch

Hit level: sl. Damage: 5. Startup: i10. On block: -5. On hit: +6.

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Command details & verification
* Transition to r24 with f * Transition input can be delayed 16f * High crush 1~
Move hFC.2
Command Move
Controls: Universal Tekken notation
How it is used
hFC.2
Read as: hFC.right punch

Hit level: sl. Damage: 8. Startup: i11. On block: -4. On hit: +5.

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Command details & verification
* High crush 1~
Move hFC.db+3
Command Move
Controls: Universal Tekken notation
How it is used
hFC.db+3
Read as: hFC.Down-Back + left kick

Hit level: l. Damage: 8. Startup: i18~19. On block: -25. On hit: -14.

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Command details & verification
* Leads to db+3 extensions * Can be done from Crouch Level 1 * High crush 1~
Knee Cap
Command Move
Controls: Universal Tekken notation
How it is used
hFC.df+4
Read as: hFC.Down-Forward + right kick

Hit level: L. Damage: 18. Startup: i18~19. On block: -26. On hit: +4c. Counter hit: +31a.

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Command details & verification
* Homing * Enter IND -26 +8c +35a r24 with d+3+4 * Can be done from Crouch Level 1 * High crush 1~
Move hFC.d+3
Command Move
Controls: Universal Tekken notation
How it is used
hFC.d+3
Read as: hFC.Down + left kick

Hit level: L. Damage: 10. Startup: i16. On block: -17. On hit: -6.

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Command details & verification
* High crush 1~
Move hFC.d+4
Command Move
Controls: Universal Tekken notation
How it is used
hFC.d+4
Read as: hFC.Down + right kick

Hit level: l. Damage: 6. Startup: i12. On block: -15. On hit: -4.

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Command details & verification
* High crush 1~

Throws

11
Yomi Kakenuke
Throw
Controls: Universal Tekken notation
How it is used
f,F+2:2
Read as: Forward β†’ hold Forward + right punch (precise timing) right punch

Hit level: m, t. Damage: 15, 18. Startup: i15,. On hit: +8d.

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Command details & verification
* Transitions to attack throw only on front hit (air hit OK) * 3f perfect input window on frames 13~15, +2 damage * After hit, enter IND r20 with d+3+4
Spirited Away
Throw
Controls: Universal Tekken notation
How it is used
DGF.3+4
Read as: DGF.left kick + right kick

Hit level: h!,t. Damage: 17,18. Startup: i20~21. On hit: +0.

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Command details & verification
* Floor Break * Transitions to attack throw on front hit (air hit OK) * Attack throw recovers standing * Low crush 1~
Move (Tackle reverse)
Throw
Controls: Universal Tekken notation
How it is used
(Tackle reverse)
Read as: (Tackle reverse)

Hit level: t. Damage: 25. On block: +0d.

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Command details & verification
* Available only after reversing Ultimate Tackle with 1+2 * Unbreakable (even in NSS)
Oni Killer
Throw
Controls: Universal Tekken notation
How it is used
1+3
Read as: left punch + left kick

Hit level: t. Damage: 35. Startup: i12~14. On block: -3. On hit: +1d.

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Command details & verification
* Homing * Throw break 1 or 2
Sword Face Smash
Throw
Controls: Universal Tekken notation
How it is used
2+4
Read as: right punch + right kick

Hit level: t. Damage: 35. Startup: i12~14. On block: +0. On hit: +1.

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Command details & verification
* Homing * Floor Break * Throw break 1 or 2 * Side switch on hit
Tornado Drop
Throw
Controls: Universal Tekken notation
How it is used
Back throw
Read as: Back throw

Hit level: t. Damage: 50. On hit: +1d.

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Command details & verification
* Floor Break * Unbreakable
Wheels of Hell
Throw
Controls: Universal Tekken notation
How it is used
Left throw
Read as: Left throw

Hit level: t. Damage: 45. On block: -3. On hit: +0d.

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Command details & verification
* Throw break 1 * Side switch on hit
Neck Breaker
Throw
Controls: Universal Tekken notation
How it is used
Right throw
Read as: Right throw

Hit level: t. Damage: 40. On block: -3. On hit: -3d.

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Command details & verification
Throw break 2
Soul Possession
Throw
Controls: Universal Tekken notation
How it is used
qcb,f+2
Read as: Down β†’ Down-Back β†’ Back β†’ Forward + right punch

Hit level: t. Damage: 0. Startup: i15~16. On hit: +0.

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Command details & verification
* Unbreakable * Opponent recovers 26 health * Yoshimitsu loses 35 health
Soul Siphon
Throw
Controls: Universal Tekken notation
How it is used
qcf+2
Read as: Down β†’ Down-Forward β†’ Forward + right punch

Hit level: t. Damage: 22. Startup: i15~16. On block: +0. On hit: +0.

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Command details & verification
* Throw break 1+2 * 35 damage as a backthrow * Yoshimitsu recovers 16 health * On break: ** -Opponent recovers 22 health (35 on backthrow) ** -Yoshimitsu loses 16 health
Rainbow Drop
Throw
Controls: Universal Tekken notation
How it is used
uf+1+2
Read as: Up-Forward + left punch + right punch

Hit level: t. Damage: 40. Startup: i11. On block: +0. On hit: +1.

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Command details & verification
* Floor Break * Throw break 1+2 * Side switch on break

Heat

4
Heat Burst
Heat
Controls: Universal Tekken notation
How it is used
2+3
Read as: right punch + left kick

Hit level: m. Damage: [12;12]. Startup: i16. On block: +1. On hit: +2c.

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Command details & verification
* Heat Burst * 46f timestop at frame 14 of activation (t92) * Cancel to r87 with b,b on frame 42 (frame 28 of timestop) ** t41 r27 effective recovery * 20f timestop on block or hit * 2 chip damage on block * 12 chip damage on hit * Only deals recoverable damage * Cannot cause a K.O. * Power crush 7~62 * On * cancel: * Floating state 12~20 * Low crush 21~29 * Floating state 30~32
Divine Sword Kagekiyo
Heat
Controls: Universal Tekken notation
How it is used
H.2+3
Read as: in Heat.right punch + left kick

Hit level: M,m,m,m. Damage: 51. Startup: i18~19. On block: +4. On hit: -3d.

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Command details & verification
* Heat Smash * Reversal Break * Balcony Break * Recovers 4 base health or 14 additional recoverable health on hit * Enter DGF +10 r29 with U on block * Transition to attack throw after 1st hit * 9 chip damage on block * Jail from 1st attack * Low crush 68~89 * Floating state 90~92
Dragonfly Blade (Heat)
Heat
Controls: Universal Tekken notation
How it is used
H.DGF.1
Read as: in Heat.DGF.left punch

Hit level: M. Damage: 26. Startup: i30~31. On block: +2. On hit: +30d. Counter hit: +46a.

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Command details & verification
* Floor Break * Weapon * 13 chip damage on block * Recovers 1 base health or 6 additional recoverable health on hit * Consumes 240F of remaining Heat time * Low crush 1~27
Red Spider Lily (Heat)
Heat
Controls: Universal Tekken notation
How it is used
H.DGF.f+1+2
Read as: in Heat.DGF.Forward + left punch + right punch

Hit level: h,h,h. Damage: 10,10,20. Startup: i16~17 i11~12 i11~12. On block: +4. On hit: +18a (+9).

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Command details & verification
* Homing * Balcony Break * Weapon * Jail from 1st block * Combo from 1st hit * 16 chip damage on block * Recovers 1 base health or 5 additional recoverable health on hit * Consumes 90F of remaining Heat time * Low crush 1~65

Rage Art

1
Trailokya Pilgrimage
Rage Art
Controls: Universal Tekken notation
How it is used
R.df+1+2
Read as: in Rage.Down-Forward + left punch + right punch

Hit level: m,t. Damage: 55+. Startup: i20. On block: -18. On hit: +0d.

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Command details & verification
* Rage Art * Removes Recoverable Health * Reversal Break * Damage increases with lower health, maximum 82 * Freezes match timer on activation and on hit * Restores recoverable health on hit * Transition to attack throw on hit * Consumes Rage * Power crush 8~

Crouching / Rising Attack

16
Move ws1
Crouching / Rising Attack
Controls: Universal Tekken notation
How it is used
ws1
Read as: wsleft punch

Hit level: m. Damage: 12. Startup: i13~14. On block: -10. On hit: +1. Counter hit: +6.

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Move ws1,1
Crouching / Rising Attack
Controls: Universal Tekken notation
How it is used
ws1,1
Read as: wsleft punch β†’ left punch

Hit level: m, h. Damage: 12, 12. Startup: i13~14, i18. On block: -11. On hit: +0.

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Command details & verification
* Floor Break * Combo from 1st hit with 11f delay * Combo from 1st CH with 13f delay * Input can be delayed 13f * Move can be delayed 8f * Cancel to Spinning Evade -5 -16 r25 with b+3_b+4
Move ws1,1,1
Crouching / Rising Attack
Controls: Universal Tekken notation
How it is used
ws1,1,1
Read as: wsleft punch β†’ left punch β†’ left punch

Hit level: m, h, h. Damage: 12, 12, 12. Startup: i13~14, ,i18. On block: -11. On hit: +0.

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Command details & verification
* Floor Break * Combo from 1st CH with 12f delay * Input can be delayed 12f
Door Knocker
Crouching / Rising Attack
Controls: Universal Tekken notation
How it is used
ws1,1,1,1
Read as: wsleft punch β†’ left punch β†’ left punch β†’ left punch

Hit level: m, h, h, m. Damage: 12, 12, 12, 25. Startup: i13~14, ,i25~26. On block: +0c. On hit: +6c.

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Command details & verification
* Floor Break * Combos from 3rd CH with 5f delay * Input can be delayed 12f
Door Knocker to Back Knuckle
Crouching / Rising Attack
Controls: Universal Tekken notation
How it is used
ws1,2
Read as: wsleft punch β†’ right punch

Hit level: m, h. Damage: 12, 18. Startup: i13~14, i25~26. On block: -4. On hit: +14g. Counter hit: +39a.

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Command details & verification
* Balcony Break * Combos from 1st hit with 4f delay * Combos from 1st CH with 9f delay * Input can be delayed 15f * Move can be delayed 13f
Door Knocker Shredder
Crouching / Rising Attack
Controls: Universal Tekken notation
How it is used
ws1,2,1
Read as: wsleft punch β†’ right punch β†’ left punch

Hit level: m, h, M. Damage: 12, 18, 21. Startup: i13~14, ,i26~27. On block: -12. On hit: +17a (+10).

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Command details & verification
* Tornado * Weapon * Combo from 2nd CH
Door Knocker > Back Knuckle Slap U Crazy
Crouching / Rising Attack
Controls: Universal Tekken notation
How it is used
ws1,2,db+2
Read as: wsleft punch β†’ right punch β†’ Down-Back + right punch

Hit level: m, h, m. Damage: 12, 18, 8. Startup: i13~14, ,i15. On block: -5. On hit: +6.

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Command details & verification
Leads to db+2 extensions
Exorcism Fist
Crouching / Rising Attack
Controls: Universal Tekken notation
How it is used
ws2
Read as: wsright punch

Hit level: m. Damage: 13. Startup: i15~16. On block: -4. On hit: +7.

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Command details & verification
Balcony Break (airborne)
Scowling Moon God
Crouching / Rising Attack
Controls: Universal Tekken notation
How it is used
ws2,1
Read as: wsright punch β†’ left punch

Hit level: m, m. Damage: 13, 14. Startup: i15~16, i27~28. On block: -3a. On hit: +36a (+26).

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Command details & verification
* Weapon * Combo from 1st hit with 1f delay
Move ws2,NSS.1
Crouching / Rising Attack
Controls: Universal Tekken notation
How it is used
ws2,NSS.1
Read as: wsright punch β†’ NSS.left punch

Hit level: m, h. Damage: 13, 16. Startup: i15~16, i23. On block: -6. On hit: +5.

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Command details & verification
* Elbow * Combo from 1st hit * Move cannot be interrupted
Scowling Aratama
Crouching / Rising Attack
Controls: Universal Tekken notation
How it is used
ws2,NSS.1,2
Read as: wsright punch β†’ NSS.left punch β†’ right punch

Hit level: m, h. Damage: 13, 16. Startup: i15~16, ,.

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Command details & verification
* Balcony Break (airborne) * Elbow * Combo from 2nd CH * Interrupt with i5 from 2nd block
Scowling Spirit
Crouching / Rising Attack
Controls: Universal Tekken notation
How it is used
ws2,NSS.1,3
Read as: wsright punch β†’ NSS.left punch β†’ left kick

Hit level: m, h. Damage: 13, 16. Startup: i15~16, ,.

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Command details & verification
* Balcony Break * Combo from 2nd CH * Interrupt with i5 from 2nd block
Move ws3
Crouching / Rising Attack
Controls: Universal Tekken notation
How it is used
ws3
Read as: wsleft kick

Hit level: m. Damage: 12. Startup: i16. On block: -6. On hit: +3.

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Kimon Matagi
Crouching / Rising Attack
Controls: Universal Tekken notation
How it is used
ws3,2
Read as: wsleft kick β†’ right punch

Hit level: m, m. Damage: 12, 20. Startup: i16, i32. On block: -12c. On hit: +0a.

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Command details & verification
* Floor Break * Weapon * Combo from 1st hit
Toe Smash
Crouching / Rising Attack
Controls: Universal Tekken notation
How it is used
ws4
Read as: wsright kick

Hit level: m. Damage: 14. Startup: i11~12. On block: -6. On hit: +5.

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Command details & verification
* Enter KIN r24 with 1+2 * Enter NSS r24 with B
Sword Sweep / Samurai Cutter
Crouching / Rising Attack
Controls: Universal Tekken notation
How it is used
FC.DF+1
Read as: fully crouched.hold Down-Forward + left punch

Hit level: l!. Damage: [12;12]. Startup: i26. On hit: +70a (+54).

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Command details & verification
* Weapon * 100% recoverable damage * Cannot be buffered after Heat Dash * Must hold DF for 5 frames * i27 effective startup (with FC.db,b+1 input) * i31 effective startup (with FC.DF+1 input) * i37 effective startup (FC.db,b+1 from manual crouch) * i41 effective startup (FC.DF+1 from manual crouch) * High crush 1~34

Stance Technique

84
Inner Palm
Stance Technique
Controls: Universal Tekken notation
How it is used
SS.1
Read as: SS.left punch

Hit level: m. Damage: 21. Startup: i17~18. On block: -9. On hit: +2. Counter hit: +27a (+17).

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Command details & verification
Sidestep adds minimum 9f, effective startup i26~27
Shrine
Stance Technique
Controls: Universal Tekken notation
How it is used
SS.2
Read as: SS.right punch

Hit level: m. Damage: 22. Startup: i16~17. On block: -13. On hit: +28a (+18).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Tornado * Sidestep adds minimum 9f, effective startup i25~26
Poison Breath
Stance Technique
Controls: Universal Tekken notation
How it is used
BDS.1
Read as: BDS.left punch

Hit level: h!. Damage: 25. Startup: i21~40. On hit: +32a~+51a.

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Backflip Kick
Stance Technique
Controls: Universal Tekken notation
How it is used
BDS.3
Read as: BDS.left kick

Hit level: m. Damage: 23. Startup: i17~30. On block: -15~-2. On hit: -13~+0.

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Command details & verification
Can hit from the front of the opponent attacks into it * Low crush 14~27 * Floating state 28~30
Move BT.1
Stance Technique
Controls: Universal Tekken notation
How it is used
BT.1
Read as: back turned.left punch

Hit level: h. Damage: 16. Startup: i15. On block: -3. On hit: +8.

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Command details & verification
Elbow
Aratama
Stance Technique
Controls: Universal Tekken notation
How it is used
BT.1,2
Read as: back turned.left punch β†’ right punch

Hit level: h, m. Damage: 16, 18. Startup: i15, i25. On block: -5. On hit: +5. Counter hit: +63a.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Balcony Break (airborne) * Elbow * Combo from 1st CH * Interrupt with i5 from 1st block
Magatama
Stance Technique
Controls: Universal Tekken notation
How it is used
BT.1,3
Read as: back turned.left punch β†’ left kick

Hit level: h, h. Damage: 16, 25. Startup: i15, i25~26. On block: -7. On hit: +27a (+17).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Balcony Break * Combo from 1st CH * Interrupt with i5 from 1st block
Manji Backfist 2
Stance Technique
Controls: Universal Tekken notation
How it is used
BT.2
Read as: back turned.right punch

Hit level: h. Damage: 18. Startup: i16~17. On block: -4. On hit: +14g. Counter hit: +39a.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Balcony Break * Leads to f+2 extensions
Perilous Spirit
Stance Technique
Controls: Universal Tekken notation
How it is used
BT.3
Read as: back turned.left kick

Hit level: m. Damage: 20. Startup: i24~26. On block: -3~-1. On hit: +11a.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
Floor Break * Low crush 6~29 * Floating state 30~32
Shisetsu Genman
Stance Technique
Controls: Universal Tekken notation
How it is used
BT.d+1
Read as: back turned.Down + left punch

Hit level: L. Damage: 20. Startup: i17~18. On block: -13. On hit: +3. Counter hit: +38a.

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Command details & verification
Weapon * High crush 6~
Dragonfly Blade
Stance Technique
Controls: Universal Tekken notation
How it is used
DGF.1
Read as: DGF.left punch

Hit level: M. Damage: 22. Startup: i30~31. On block: -2c. On hit: +10a. Counter hit: +46a.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Floor Break * Weapon * 11 chip damage on block * Power up in Heat * Low crush 1~27
Dragonfly Fist
Stance Technique
Controls: Universal Tekken notation
How it is used
DGF.2
Read as: DGF.right punch

Hit level: h. Damage: 15. Startup: i16~18. On block: +4. On hit: +13s.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Low crush 1~
Ubume
Stance Technique
Controls: Universal Tekken notation
How it is used
DGF.2,4
Read as: DGF.right punch β†’ right kick

Hit level: h, M. Damage: 15, 22. Startup: i16~18, i26~28. On block: -14. On hit: +15a (+8).

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Command details & verification
* Tornado * Combo from 1st hit * Enter NSS r33 with B * Low crush 1~46 * Floating state 47~49
Dragonfly Sweep
Stance Technique
Controls: Universal Tekken notation
How it is used
DGF.3
Read as: DGF.left kick

Hit level: L. Damage: 18. Startup: i22~23. On block: -13. On hit: +6c. Counter hit: +28a.

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Command details & verification
Airborne attack, can't be low parried * Low crush 1~18
Dragonfly Twister
Stance Technique
Controls: Universal Tekken notation
How it is used
DGF.4
Read as: DGF.right kick

Hit level: m. Damage: 24. Startup: i18~20. On block: -4. On hit: +14g.

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Command details & verification
* Heat Engager * Heat Dash +5, +62a (+42) * Balcony Break * Low crush 1~19
Dragonfly Slash
Stance Technique
Controls: Universal Tekken notation
How it is used
DGF.f+2
Read as: DGF.Forward + right punch

Hit level: h. Damage: 23. Startup: i20~21. On block: +7. On hit: +19a (+10). Counter hit: +64a (+44).

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Command details & verification
* Homing * Balcony Break * Weapon * Low crush 1~
Red Spider Lily
Stance Technique
Controls: Universal Tekken notation
How it is used
DGF.f+1+2
Read as: DGF.Forward + left punch + right punch

Hit level: h,h,h. Damage: 9,9,18. Startup: i16~17 i11~12 i11~12. On block: -2. On hit: +18a (+9).

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Command details & verification
* Homing * Balcony Break * Weapon * Jail from 1st block * Combo from 1st hit * 9 chip damage on block * Power up in Heat * Low crush 1~65
Flea > Sliding Headbutt
Stance Technique
Controls: Universal Tekken notation
How it is used
FLE.2
Read as: FLE.right punch

Hit level: L. Damage: 20. Startup: i24~28. On block: -12~-8. On hit: +30a.

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Command details & verification
* Side switches on close hit * Can combo to ws4 on no side switch * Floating state 1~ * High crush 6~
Skull Splitter
Stance Technique
Controls: Universal Tekken notation
How it is used
FLE.1+2
Read as: FLE.left punch + right punch

Hit level: m. Damage: 16. Startup: i18~19. On block: -9. On hit: +4. Counter hit: +31a (+21).

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Command details & verification
* Tornado * Head * High crush 6~17
Flea > Kangaroo Kick
Stance Technique
Controls: Universal Tekken notation
How it is used
FLE.3+4
Read as: FLE.left kick + right kick

Hit level: m. Damage: 25. Startup: i25~26. On block: -13. On hit: +52a (+42).

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Command details & verification
* Tornado * Floating state 1~26 * High crush 6~22
Running Flea
Stance Technique
Controls: Universal Tekken notation
How it is used
FLE.f,f
Read as: FLE.Forward β†’ Forward

Hit level: M,M,M,M,M. Damage: 3,3,3,3,3. Startup: i17~19 i6~8 i5~7 i6~8 i6~8. On block: -10. On hit: +1.

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Command details & verification
* Combos from any hit * Floor break on all hits * Sometimes combos into FLE.n * Low crush 1~
Flea Idle
Stance Technique
Controls: Universal Tekken notation
How it is used
FLE.n
Read as: FLE.neutral

Hit level: M. Damage: 7. Startup: i2~60. On block: -18~. On hit: +48a (+38a).

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Command details & verification
* Balcony Break * Weapon * Hitlines exist on the sword and directly behind Yoshimitsu * Can be canceled at any time into another FLE move * After hitting with this attack, FLE.n has no hitbox until another FLE action (other than FLE.d) is taken * Low crush 1~
Flea Digger Strike
Stance Technique
Controls: Universal Tekken notation
How it is used
FLE.n,FLE.d
Read as: FLE.neutral β†’ FLE.Down

Hit level: M, M. Damage: 7, 0. Startup: i2~60, i10. On hit: +30a (+20).

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Command details & verification
* Available only on hit * Evades mids from frames 7-12 * Can be cancelled into other FLE moves (except FLE.n) * Low crush 1~30
Jumping Flea
Stance Technique
Controls: Universal Tekken notation
How it is used
FLE.uf
Read as: FLE.Up-Forward

Hit level: m. Damage: 25. Startup: i30~45. On block: +10g~25g. On hit: +32a.

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Command details & verification
* Balcony Break * 10 chip damage on block * Opponent recovers crouching on block * Low crush 1~
Flea > Dragonfly Feint
Stance Technique
Controls: Universal Tekken notation
How it is used
FLE.u+3+4
Read as: FLE.Up + left kick + right kick

Hit level: m. Damage: 30. Startup: i38~40. On block: +4~+6. On hit: +21a (+12).

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Command details & verification
* Balcony Break * Tech roll to r33 FC on frames 41-42 * Low crush 1~37 * Floating state 38~40
Indian Stance Storm
Stance Technique
Controls: Universal Tekken notation
How it is used
IND.1
Read as: IND.left punch

Hit level: M!. Damage: 15. Startup: i53~55. On hit: +0c~+2c.

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Command details & verification
* Floor Break * Weapon * Same animation as the ending of qcf+1 * Low crush 30~52 * Floating state 53~55
Indian Stance Stone Fists
Stance Technique
Controls: Universal Tekken notation
How it is used
IND.2
Read as: IND.right punch

Hit level: m. Damage: 7. Startup: i39~43. On block: -8~-5. On hit: +2~+6.

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Command details & verification
* Leads to db+2 extensions * Greater forward momentum than a standing db+2
Move IND.3
Stance Technique
Controls: Universal Tekken notation
How it is used
IND.3
Read as: IND.left kick

Hit level: m. Damage: 15. Startup: i32~38. On block: -31. On hit: -2a (-12).

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Command details & verification
* Balcony Break * Automatically recovers to r55 IND on self-wallsplat * Low crush 12~34 * Floating state 35~90
Indian Stance Cannon
Stance Technique
Controls: Universal Tekken notation
How it is used
IND.3,3+4
Read as: IND.left kick β†’ left kick + right kick

Hit level: m, m. Damage: 15, 20. Startup: i32~38, i27. On block: -13. On hit: +52a (+42).

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Command details & verification
* Tornado * Combo from 1st hit * Tremendous forward travel * Low crush 1~13 * Floating state 14~54
Indian Stance Knee Cap
Stance Technique
Controls: Universal Tekken notation
How it is used
IND.4
Read as: IND.right kick

Hit level: L. Damage: 18. Startup: i47~48. On block: -26. On hit: +4c. Counter hit: +31a.

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Command details & verification
* Homing * Enter IND -26 +8 +35a r24 with d+3+4 * High crush 1~
Indian Tobi Ushiwaka
Stance Technique
Controls: Universal Tekken notation
How it is used
IND.3+4
Read as: IND.left kick + right kick

Hit level: m,m. Damage: 6,22. Startup: i17~18 i10~11. On block: -6. On hit: +3.

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Command details & verification
* Homing * Transition to DGF r18 with 1SS.U (+5/+14) * Low crush 12~37 * Floating state 38~40
Move KIN.1
Stance Technique
Controls: Universal Tekken notation
How it is used
KIN.1
Read as: KIN.left punch

Hit level: m. Damage: 10. Startup: i17. On block: -12. On hit: -1.

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Command details & verification
* Floor Break * Weapon * 2 chip damage on block in NSS * H.KIN.1: Consumes 90F of remaining Heat time
Doushi Kiri
Stance Technique
Controls: Universal Tekken notation
How it is used
KIN.1,1
Read as: KIN.left punch β†’ left punch

Hit level: m, m,m. Damage: 10, 5,15. Startup: i17, i23~24 i14~15. On block: -9. On hit: +7c.

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Command details & verification
* Floor Break * Weapon * Combo from 1st hit with 2f delay * Power up in NSS or Heat
Move KIN.1,NSS.1
Stance Technique
Controls: Universal Tekken notation
How it is used
KIN.1,NSS.1
Read as: KIN.left punch β†’ NSS.left punch

Hit level: m, m,m. Damage: 10, 5,20. Startup: i17, i23~24 i14~15. On block: -1. On hit: +37a (+29).

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Command details & verification
* Balcony Break * Floor Break * Weapon * Combo from 1st hit with 2f delay * 4 chip damage on block * Recovers 1 base health or 6 additional recoverable health on hit * Recovers 1 base health when remaining recoverable health is 5 or less
Move KIN.2
Stance Technique
Controls: Universal Tekken notation
How it is used
KIN.2
Read as: KIN.right punch

Hit level: m. Damage: 15. Startup: i21~22. On block: -14. On hit: +26a (+16).

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Command details & verification
Weapon
Tenshu Kuzushi
Stance Technique
Controls: Universal Tekken notation
How it is used
KIN.2,1+2
Read as: KIN.right punch β†’ left punch + right punch

Hit level: m, M. Damage: 15, 30. Startup: i21~22, i32~34. On block: -15~-13. On hit: +2a.

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Command details & verification
* Balcony Break * Floor Break * Weapon * 6 chip damage on block * Power in NSS or Heat * -3d on backturned hit
Tenshu Kuzushi (Hold)
Stance Technique
Controls: Universal Tekken notation
How it is used
KIN.2,1+2*

Hit level: m, M. Damage: 15, 30. Startup: i21~22, i47~49. On block: +2~+4. On hit: +2a.

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Command details & verification
* Balcony Break * Floor Break * Weapon * 9 chip damage on block * Power in NSS or Heat * -3d on backturned hit
Move KIN.2,NSS.1+2
Stance Technique
Controls: Universal Tekken notation
How it is used
KIN.2,NSS.1+2
Read as: KIN.right punch β†’ NSS.left punch + right punch

Hit level: m, M. Damage: 15, 30. Startup: i21~22, i32~34. On block: -3. On hit: +15a.

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Command details & verification
* Balcony Break * Floor Break * Weapon * 9 chip damage on block * Recovers 5 base health or 10? additional recoverable health on hit * Recovers 1 base health on hit when remaining recoverable health is 7 to 12 * Recovers 5 additional total health on hit when remaining recoverable health is 6 or less (recoverable + base -> 5) * +15d on backturned hit * KIN.2,H.1+2: Consumes 90F of remaining Heat time
Move KIN.2,NSS.1+2*
Stance Technique
Controls: Universal Tekken notation
How it is used
KIN.2,NSS.1+2*

Hit level: m, M. Damage: 15, 30. Startup: i21~22, i47~49. On block: +11. On hit: +69a (+49).

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Command details & verification
* Balcony Break * Floor Break * Weapon * Guard Break * 12 chip damage on block * Recovers 1 base health or 6 additional recoverable health on hit * Recovers 1 base health when remaining recoverable health is 5 or less * +26d (+26) on airborne hit * +40a on backturned hit * KIN.2,H.1+2*: Consumes 210F of remaining Heat time
Shibakari
Stance Technique
Controls: Universal Tekken notation
How it is used
KIN.3
Read as: KIN.left kick

Hit level: L. Damage: 17. Startup: i25~32. On block: -16~-9. On hit: +13a. Counter hit: +25a.

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Command details & verification
* Low crush 10~20 * Floating state 21~23 * High crush 24~
Whirlwind
Stance Technique
Controls: Universal Tekken notation
How it is used
KIN.4
Read as: KIN.right kick

Hit level: h. Damage: 23. Startup: i16~17. On block: +0. On hit: +20a (+11). Counter hit: +49a.

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Command details & verification
* Homing * Balcony Break * Enter KIN +3 +23a (+14) r26 with 1+2 * Enter MED -1 +19a (+10) r28 with 3+4
Ashura Blade
Stance Technique
Controls: Universal Tekken notation
How it is used
KIN.1+2
Read as: KIN.left punch + right punch

Hit level: m,m,m,m. Damage: 4,4,4,24. Startup: i12~13 i6~7 i7~8 i11~13. On block: -6. On hit: +11a.

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Command details & verification
* Floor Break * Weapon * Combos from any hit * Despite being i12, it always connects on i13 after f,F+3,1+2 on hit * Low crush 25~39 * Floating state 40~42
Kincho Soul Stealer
Stance Technique
Controls: Universal Tekken notation
How it is used
KIN.1+4
Read as: KIN.left punch + right kick

Hit level: m. Damage: 20. Startup: i10~13. On block: -20. On hit: +14c.

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Command details & verification
* Weapon * 70% proration on standing hit * Recovers 12f faster on hit * Hit vs BT +11d (FDFT) * Power up in NSS or Heat * Can be done from Crouch Level 1
Move KIN.b+2
Stance Technique
Controls: Universal Tekken notation
How it is used
KIN.b+2
Read as: KIN.Back + right punch

Hit level: m. Damage: 15. Startup: i15~16. On block: -9. On hit: +2.

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Command details & verification
Weapon
Ikaruga
Stance Technique
Controls: Universal Tekken notation
How it is used
KIN.b+2,1
Read as: KIN.Back + right punch β†’ left punch

Hit level: m, M. Damage: 15, 19. Startup: i15~16, i23~24. On block: -12. On hit: +30a (+20).

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Command details & verification
* Tornado * Weapon * Combo from 1st hit
Mumyo Juji Ken
Stance Technique
Controls: Universal Tekken notation
How it is used
KIN.b+1+2
Read as: KIN.Back + left punch + right punch

Hit level: m!. Damage: 25. Startup: i46. On hit: +6a.

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Command details & verification
* Weapon * Backswing blow * Unavailable in NSS * Move is delayed by 5f
Ishigaki Kuzushi
Stance Technique
Controls: Universal Tekken notation
How it is used
KIN.d+1
Read as: KIN.Down + left punch

Hit level: L. Damage: 20. Startup: i23~24. On block: -13. On hit: +3. Counter hit: +38a.

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Command details & verification
* Weapon * Cancel to r34 FC with DB on frame 16 * High crush 22~
Submission Chakram
Stance Technique
Controls: Universal Tekken notation
How it is used
KIN.f+1
Read as: KIN.Forward + left punch

Hit level: M,M,M. Damage: 6,6,10. Startup: i19~20 i6~7 i7~8. On block: -5. On hit: -2.

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Command details & verification
* Weapon * Combos from any hit * 8 chip damage on block * Powers in NSS or Heat
Submission Chakram (Hold)
Stance Technique
Controls: Universal Tekken notation
How it is used
KIN.f+1*

Hit level: M,M,M,M,M,M. Damage: 6,6,6,6,6,10. Startup: i19~20 i6~7 i7~8 i6~7 i7~8 i7~8. On block: -12. On hit: +29a (+14).

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Command details & verification
* Weapon * Combos from any hit * 14 chip damage on block * Powers in NSS or Heat
Ganto
Stance Technique
Controls: Universal Tekken notation
How it is used
KIN.f+2
Read as: KIN.Forward + right punch

Hit level: h. Damage: 25. Startup: i12~13. On block: -1. On hit: +9a (+0).

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Command details & verification
* Heat Engager * Heat Dash +5, +43d (+35) * Homing * Balcony Break * Weapon
Oyashiro Kuzushi
Stance Technique
Controls: Universal Tekken notation
How it is used
KIN.f+1+2
Read as: KIN.Forward + left punch + right punch

Hit level: m. Damage: 20. Startup: i24~25. On block: +14c. On hit: +14c. Counter hit: +49a.

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Command details & verification
* Weapon * Transition to FLE on hit or block only * Power up in NSS or Heat * Low crush 8~
Back Handspring
Stance Technique
Controls: Universal Tekken notation
How it is used
MED.3
Read as: MED.left kick

Hit level: m,M. Damage: 15,15. Startup: i17~28 i28~39. On block: +2~+13. On hit: +43a.

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Command details & verification
* Floor Break * BT.d+3 is guaranteed on meaty block * 1st hit only connects if the opponent is close enough * Low crush 14~41 * Floating state 42~44
Meditation Healing
Stance Technique
Controls: Universal Tekken notation
How it is used
MED.1+2
Read as: MED.left punch + right punch

Hit level: m!. Damage: 10. Startup: i30~34. On hit: -1a.

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Command details & verification
Recovers 12 base health
Meditation Backturned Flash
Stance Technique
Controls: Universal Tekken notation
How it is used
MED.1+4
Read as: MED.left punch + right kick

Hit level: m. Damage: 20. Startup: i6~9. On block: -20. On hit: +14c.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Weapon * 70% proration on standing hit * Recovers 12f faster on hit * Hit vs BT +11d (FDFT) * Power up in NSS or Heat * Can be done from Crouch Level 1
Spirit Spinner
Stance Technique
Controls: Universal Tekken notation
How it is used
NSS.1+2+3
Read as: NSS.left punch + right punch + left kick

Hit level: h. Damage: 25. Startup: i22~40. On block: -18~+0. On hit: +26d (-32). Counter hit: +16~+34.

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Command details & verification
Balcony Break
Soul Stealer
Stance Technique
Controls: Universal Tekken notation
How it is used
NSS.1+4
Read as: NSS.left punch + right kick

Hit level: m. Damage: 20. Startup: i8~11. On block: -20. On hit: +14 +64a.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Strong Aerial Tailspin * Weapon * Knockdown against BT opponent, +19a (+9) * 4 chip damage on block * Recovers 1 base health or 6 additional recoverable health on hit * Can be done from Crouch Level 1 * Crumple stun +14~17 after hit * H.1+4: Consumes 300F of remaining Heat time
Move NSS.BT.d+1
Stance Technique
Controls: Universal Tekken notation
How it is used
NSS.BT.d+1
Read as: NSS.back turned.Down + left punch

Hit level: l. Damage: 15.

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Command details & verification
Yoshimitsu remains in NSS
Move NSS.FC.DF+1
Stance Technique
Controls: Universal Tekken notation
How it is used
NSS.FC.DF+1
Read as: NSS.fully crouched.hold Down-Forward + left punch

Hit level: l. Damage: 12. Startup: i25~26. On block: -16. On hit: +27a.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* High crush 1~34
Agonbaku
Stance Technique
Controls: Universal Tekken notation
How it is used
NSS.FC.DF+1,2
Read as: NSS.fully crouched.hold Down-Forward + left punch β†’ right punch

Hit level: l, L. Damage: 12, 20. Startup: i25~26, i25~26. On block: -14. On hit: +14.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Floor Break * Combo from 1st hit * Interrupt with i7 from 1st block * High crush 1~45
Spinning Cleave
Stance Technique
Controls: Universal Tekken notation
How it is used
NSS.FC.df+3
Read as: NSS.fully crouched.Down-Forward + left kick

Hit level: L. Damage: 12. Startup: i20~21. On block: -26. On hit: +67a (+51).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* High crush 1~
Move NSS.IND.1
Stance Technique
Controls: Universal Tekken notation
How it is used
NSS.IND.1
Read as: NSS.IND.left punch

Hit level: M. Damage: 15. Startup: i48~51. On block: -8c. On hit: +5a.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Floor Break * Same animation as the ending of NSS.qcf+1 * Low crush 30~52 * Floating state 53~55
Move NSS.KIN.1+4
Stance Technique
Controls: Universal Tekken notation
How it is used
NSS.KIN.1+4
Read as: NSS.KIN.left punch + right kick

Hit level: m. Damage: 20. Startup: i12~15. On block: -20. On hit: +14 +64a.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Strong Aerial Tailspin * Weapon * Knockdown against BT opponent, +19a (+9) * 4 chip damage on block * Recovers 1 base health or 6 additional recoverable health on hit * Can be done from Crouch Level 1 * Crumple stun +14~17 after hit * H.1+4: Consumes 300F of remaining Heat time
Move NSS.KIN.d+1
Stance Technique
Controls: Universal Tekken notation
How it is used
NSS.KIN.d+1
Read as: NSS.KIN.Down + left punch

Hit level: L. Damage: 17. Startup: i23~24. On block: -13. On hit: +3. Counter hit: +38a.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
Cancel to r34 FC with DB on frame 16 * High crush 22~
Move NSS.KIN.f+1
Stance Technique
Controls: Universal Tekken notation
How it is used
NSS.KIN.f+1
Read as: NSS.KIN.Forward + left punch

Hit level: M,M,M. Damage: 6,6,12. Startup: i19~20 i6~7 i7~8. On block: -5. On hit: +18a (+11).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Weapon * Combos from any hit * 8 chip damage on block * Recovers 1 base health or 6 additional recoverable health on hit * Recovers 1 base health when remaining recoverable health is 5 or less * H.KIN.f+1: Consumes 90F of remaining Heat time
Move NSS.KIN.f+1*
Stance Technique
Controls: Universal Tekken notation
How it is used
NSS.KIN.f+1*

Hit level: M,M,M,M,M,M. Damage: 6,6,6,6,6,12. Startup: i19~20 i6~7 i7~8 i6~7 i7~8 i7~8. On block: -9. On hit: +29a (+14).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Weapon * Combos from any hit * 14 chip damage on block * Recovers 5 base health or 10 additional recoverable health on hit * Recovers 1 base health on hit when remaining recoverable health is 10-15 * Recovers 2/3/4 base health on hit when remaining recoverable health is 9-8/7-6/5-4 * Recovers 5 base health on hit when remaining recoverable health is 3 or less * H.KIN.f+1*: Consumes 90F of remaining Heat time
God Slayer
Stance Technique
Controls: Universal Tekken notation
How it is used
NSS.KIN.f+1+2
Read as: NSS.KIN.Forward + left punch + right punch

Hit level: m. Damage: 20. Startup: i24~25. On block: +14c. On hit: +14c. Counter hit: +49a.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Weapon * Transition to FLE on hit or block only * Recovers 1 base health or 6 additional recoverable health on hit * Recovers 1 base health when remaining recoverable health is 5 or less * H.KIN.f+1+2: Consumes 90F of remaining Heat time * Low crush 8~
Thunder Palm Strike
Stance Technique
Controls: Universal Tekken notation
How it is used
NSS.b,B+1+4
Read as: NSS.Back β†’ hold Back + left punch + right kick

Hit level: m!. Damage: 40. Startup: i65~70. On hit: -3a (-12). Counter hit: +29a (-18).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
Balcony Break
Thunder Palm Strike Feint to Soul Stealer
Stance Technique
Controls: Universal Tekken notation
How it is used
NSS.b,B+1+4,B
Read as: NSS.Back β†’ hold Back + left punch + right kick β†’ hold Back

Hit level: m. Damage: 20. Startup: ,i22~25. On block: -20. On hit: +14 +64a.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Strong Aerial Tailspin * Weapon * Knockdown against BT opponent, +19a (+9) * 4 chip damage on block * Recovers 1 base health or 6 additional recoverable health on hit * Can be done from Crouch Level 1 * Crumple stun +14~17 after hit * H.1+4: Consumes 300F of remaining Heat time
Manji Shagapan
Stance Technique
Controls: Universal Tekken notation
How it is used
NSS.db+1
Read as: NSS.Down-Back + left punch

Hit level: sl. Damage: 5. Startup: i10. On block: -5. On hit: +6.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Transition to standing r24 with f at frame 25 * +6c on crouching hit * High crush 4~
Moonlight (Simple Input)
Stance Technique
Controls: Universal Tekken notation
How it is used
NSS.df+1+4
Read as: NSS.Down-Forward + left punch + right kick

Hit level: m. Damage: 19. Startup: i20~21. On block: -17. On hit: +35a (+25).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Enter KIN r37 with 1+2 * Can be buffered * Can be performed in FC * Power up input NSS.f,n,d,df+1 * Replaced by 1SS.df+1+4 when performed in BT * Low crush 20~42 * Floating state 43~45
Quick Chop
Stance Technique
Controls: Universal Tekken notation
How it is used
NSS.d+1
Read as: NSS.Down + left punch

Hit level: M. Damage: 24. Startup: i24~25. On block: -9. On hit: +16a. Counter hit: +52a.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Floor Break * Weapon * Recovers 1 base health or 6 additional recoverable health on hit * Recovers 1 base health when remaining recoverable health is 5 or less * 9 chip damage on block * Input can be held to transition to d+1* * H.d+1: Consumes 90F of remaining Heat time
Moonlight
Stance Technique
Controls: Universal Tekken notation
How it is used
NSS.f,n,d,df+1
Read as: NSS.Forward β†’ neutral β†’ Down β†’ Down-Forward + left punch

Hit level: m. Damage: 19. Startup: i17~18. On block: -17. On hit: +35a (+25a).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Weapon * Can be buffered * Enter KIN r30 with 1+2 * Can be performed from FC * Low crush 17~39 * Floating state 40~42
Nine-Headed Dragon
Stance Technique
Controls: Universal Tekken notation
How it is used
NSS.f+1+2
Read as: NSS.Forward + left punch + right punch

Hit level: M. Damage: 29. Startup: i20. On block: -7. On hit: +29a (+3).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Heat Engager * Heat Dash +5, +62a (+42) * Balcony Break * Weapon * 8 chip damage on block * Recovers 1 base health or 6 additional recoverable health on hit * Recovers 1 base health when remaining recoverable health is 5 or less * Extended range * H.f+1+2: Consumes 270F of heat timer during heat * Steel pedal
Bull Rush / Chariot Tackle
Stance Technique
Controls: Universal Tekken notation
How it is used
NSS.f+3+4
Read as: NSS.Forward + left kick + right kick

Hit level: m. Damage: 20. Startup: i21~25. On block: -13~-9. On hit: +20a (+11).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Balcony Break * Head * Cancel to r55 BT with b * Enter IND +12a (+3) r29 with d+3+4 on hit * Automatically recovers to r55 IND on self-wallsplat * Recovers 12f faster on hit * +20a on side hit
Moonsault
Stance Technique
Controls: Universal Tekken notation
How it is used
NSS.qcf+1
Read as: NSS.Down β†’ Down-Forward β†’ Forward + left punch

Hit level: M. Damage: 30. Startup: i53~56. On block: -8c. On hit: +5a.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Floor Break * Can be buffered * Can be performed in FC * Low crush 10~55 * Floating state 56~58
Move NSS.ub+1
Stance Technique
Controls: Universal Tekken notation
How it is used
NSS.ub+1
Read as: NSS.Up-Back + left punch

Hit level: m. Damage: 21. Startup: i25~26. On block: -5. On hit: +4c.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
Floor Break * Low crush 9~27 * Floating state 28~30
Spinning Finger Stab
Stance Technique
Controls: Universal Tekken notation
How it is used
NSS.ub+1+3
Read as: NSS.Up-Back + left punch + left kick

Hit level: m!. Damage: 50. Startup: i51~65. On hit: -23.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Punishable on close hit with FUFT.3
Face Slapper
Stance Technique
Controls: Universal Tekken notation
How it is used
NSS.ub+1+3,1+2
Read as: NSS.Up-Back + left punch + left kick β†’ left punch + right punch

Hit level: m!, h. Damage: 50, 15. Startup: i51~65, i18~19. On block: -15. On hit: -4. Counter hit: +45a.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
Floor Break
Index Poke Windmill
Stance Technique
Controls: Universal Tekken notation
How it is used
NSS.ub+1+3,n,1
Read as: NSS.Up-Back + left punch + left kick β†’ neutral β†’ left punch

Hit level: m!, h!. Damage: 50, 40. Startup: i51~65, i20~105. On hit: -49a (-75).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Balcony Break * Cancel to r94 with B on frame 64
Soul Blade Yoshimitsu
Stance Technique
Controls: Universal Tekken notation
How it is used
NSS.ub+1+2
Read as: NSS.Up-Back + left punch + right punch

Hit level: M. Damage: 30. Startup: i24~25. On block: -8c. On hit: +16a (+6).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Balcony Break * Weapon * 12 chip damage on block * Clean hit 39 damage * Recovers 1 base health or 6 additional recoverable health on hit * Recovers 1 base health when remaining recoverable health is 5 or less * -12c if blocked at tip range * H.ub+1+2: Consumes 180F of remaining Heat time
Move NSS.u+1
Stance Technique
Controls: Universal Tekken notation
How it is used
NSS.u+1
Read as: NSS.Up + left punch

Hit level: m. Damage: 24. Startup: i25~26. On block: -4. On hit: +5c. Counter hit: +15a.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
Floor Break * Low crush 9~27 * Floating state 28~30
Ishiusu Tsubushi
Stance Technique
Controls: Universal Tekken notation
How it is used
NSS.u+1+2
Read as: NSS.Up + left punch + right punch

Hit level: L. Damage: 18. Startup: i27~29. On block: +5. On hit: +21g.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Floor Break * Can't be low parried * Opponent recovers crouching * Low crush 9~24 * Floating state 25~
Sakanobori
Stance Technique
Controls: Universal Tekken notation
How it is used
WFL.3
Read as: WFL.left kick

Hit level: m. Damage: 25. Startup: i17. On block: -16. On hit: +2a (-7).

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Balcony Break * Clean hit, 1st hit 25 > 37 damage * Transition to attack throw on close standing hit, +15a r43 FLE and 20 extra damage * Can side switch on throw hit * Low crush 1~
Tsurubebi
Stance Technique
Controls: Universal Tekken notation
How it is used
WFL.4
Read as: WFL.right kick

Hit level: L. Damage: 15. Startup: i23~24. On block: -9. On hit: +15c.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
Transition to r24 IND on hit only * Low crush 1~12 * High crush 12~ * Floating state 13~

Stance / Utility

43
Kincho
Stance / Utility
Controls: Universal Tekken notation
How it is used
1+2
Read as: left punch + right punch

Utility command or stance transition; see the source for conditions.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Transition to r17 FC with D * Strong Attack Reversal: parries all highs or mids, except throws, unblockables and charge moves * Parry state 3~9
Meditation
Stance / Utility
Controls: Universal Tekken notation
How it is used
3+4
Read as: left kick + right kick

Utility command or stance transition; see the source for conditions.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
Yoshimitsu recovers in BT
Flea
Stance / Utility
Controls: Universal Tekken notation
How it is used
d+1+2
Read as: Down + left punch + right punch

Utility command or stance transition; see the source for conditions.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Unavailable in NSS * Cancel to r38 standing with db (FLE.db) * Low crush 8~17 * Floating state 18~20
Indian Stance
Stance / Utility
Controls: Universal Tekken notation
How it is used
d+3+4
Read as: Down + left kick + right kick

Utility command or stance transition; see the source for conditions.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* All stance moves are bufferable * High crush 6~ * Floating state 6~
Bad Stomach (BDS)
Stance / Utility
Controls: Universal Tekken notation
How it is used
DB+1+2
Read as: hold Down-Back + left punch + right punch

Utility command or stance transition; see the source for conditions.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Continues as long as DB is held * Transition to r25 releasing db * Actionable after 10f, mashing delays follow-ups * Follow-ups are fastest with inputs timed on frame 11 * High crush 11~
Move b+3
Stance / Utility
Controls: Universal Tekken notation
How it is used
b+3
Read as: Back + left kick

Utility command or stance transition; see the source for conditions.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* 8 self-damage * Can be performed from backturn (reverse direction) * i4 startup
Move b+3,3
Stance / Utility
Controls: Universal Tekken notation
How it is used
b+3,3
Read as: Back + left kick β†’ left kick

Utility command or stance transition; see the source for conditions.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* 10 self-damage * 18 self-damage in total
Move b+3,3,3
Stance / Utility
Controls: Universal Tekken notation
How it is used
b+3,3,3
Read as: Back + left kick β†’ left kick β†’ left kick

Utility command or stance transition; see the source for conditions.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* 5 self-damage * 23 self-damage in total
Move b+3,3,3,3
Stance / Utility
Controls: Universal Tekken notation
How it is used
b+3,3,3,3
Read as: Back + left kick β†’ left kick β†’ left kick β†’ left kick

Utility command or stance transition; see the source for conditions.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* 5 self-damage * 28 self-damage in total
Move b+3,3,3,3,3
Stance / Utility
Controls: Universal Tekken notation
How it is used
b+3,3,3,3,3
Read as: Back + left kick β†’ left kick β†’ left kick β†’ left kick β†’ left kick

Utility command or stance transition; see the source for conditions.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* 5 self-damage * 33 self-damage in total
Spinning Evade
Stance / Utility
Controls: Universal Tekken notation
How it is used
b+3,3,3,3,3,3
Read as: Back + left kick β†’ left kick β†’ left kick β†’ left kick β†’ left kick β†’ left kick

Utility command or stance transition; see the source for conditions.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* 5 self-damage * 38 self-damage in total
No Sword Stance / Mutou no Kiwami
Stance / Utility
Controls: Universal Tekken notation
How it is used
b+1+2
Read as: Back + left punch + right punch

Utility command or stance transition; see the source for conditions.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Cannot block during transition * High crush 8~50
Manji Dragonfly
Stance / Utility
Controls: Universal Tekken notation
How it is used
u+1+2
Read as: Up + left punch + right punch

Utility command or stance transition; see the source for conditions.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Cancel to r12 with db_d_df (js1~10) * Unavailable in NSS * Actionable after 15 frames, except when using DGF.2 which can be performed after 10 frames * Low crush 8~
Ki Charge
Stance / Utility
Controls: Universal Tekken notation
How it is used
1+2+3+4
Read as: left punch + right punch + left kick + right kick

Utility command or stance transition; see the source for conditions.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Can't block for 5 seconds * CH state on your next attack for 5 seconds ''(Tekken 7 and prior games)'' * 10% damage increase on the next attack for 5 seconds ''(Tekken 8 season 2 patch onward)'' * Attacks taken will be CH for 5 seconds
Manji Dragonfly > Flea
Stance / Utility
Controls: Universal Tekken notation
How it is used
DGF.1+2
Read as: DGF.left punch + right punch

Utility command or stance transition; see the source for conditions.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Low crush 1~27 * Floating state 28~30
Manji Dragonfly > Indian Stance
Stance / Utility
Controls: Universal Tekken notation
How it is used
DGF.d+3+4
Read as: DGF.Down + left kick + right kick

Utility command or stance transition; see the source for conditions.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Low crush 1~27 * Floating state 28~ * High crush 31~
Dragonfly Forward
Stance / Utility
Controls: Universal Tekken notation
How it is used
DGF.f
Read as: DGF.Forward

Utility command or stance transition; see the source for conditions.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
realigns with opponent, creates distance * Low crush 1~
Flea Roll
Stance / Utility
Controls: Universal Tekken notation
How it is used
FLE.1
Read as: FLE.left punch

Utility command or stance transition; see the source for conditions.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Floating state 1~25 * High crush 26~
Flea Dance
Stance / Utility
Controls: Universal Tekken notation
How it is used
FLE.3
Read as: FLE.left kick

Utility command or stance transition; see the source for conditions.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Evades like a sidestep * Low crush 1~
Flea Digger
Stance / Utility
Controls: Universal Tekken notation
How it is used
FLE.d
Read as: FLE.Down

Utility command or stance transition; see the source for conditions.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Evades mids from frames 7-12 * Can be canceled into other FLE moves (except FLE.n) * Low crush 1~3 * Floating state 4~15 * High crush 4~15 * Low crush 16~30
Flea Cancel
Stance / Utility
Controls: Universal Tekken notation
How it is used
FLE.db
Read as: FLE.Down-Back

Utility command or stance transition; see the source for conditions.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Low crush 1~12 * Floating state 13~15
Flea > Indian Stance
Stance / Utility
Controls: Universal Tekken notation
How it is used
FLE.d+3+4
Read as: FLE.Down + left kick + right kick

Utility command or stance transition; see the source for conditions.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Low crush 1~16 * High crush 16~30 * Floating state 17~
Flea Step (WFL)
Stance / Utility
Controls: Universal Tekken notation
How it is used
FLE.f
Read as: FLE.Forward

Utility command or stance transition; see the source for conditions.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* In WFL from frames 2?-32? * Cancel into FLE.f,f with f within 19? frames * Low crush 1~
Flea to Dragonfly Slash
Stance / Utility
Controls: Universal Tekken notation
How it is used
FLE.f+2
Read as: FLE.Forward + right punch

Utility command or stance transition; see the source for conditions.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Flea > Manji Dragonfly
Stance / Utility
Controls: Universal Tekken notation
How it is used
FLE.u+1+2
Read as: FLE.Up + left punch + right punch

Utility command or stance transition; see the source for conditions.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Low crush 1~
Indian Stance Healing
Stance / Utility
Controls: Universal Tekken notation
How it is used
FUFT.d+3+4
Read as: FUFT.Down + left kick + right kick

Utility command or stance transition; see the source for conditions.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Floating state 1~
Indian Stance Flea
Stance / Utility
Controls: Universal Tekken notation
How it is used
IND.1+2
Read as: IND.left punch + right punch

Utility command or stance transition; see the source for conditions.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
Unavailable in NSS * Low crush 1~27 * Floating state 28~30
Indian Levitation
Stance / Utility
Controls: Universal Tekken notation
How it is used
IND.D+3+4*

Utility command or stance transition; see the source for conditions.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Allows 8-way directional movement in IND * Continues as long as 3+4 is held * Holding a directional input and pressing 1, 2 or 1+2 will play different voicelines * Yoshimitsu must rest his arms before he can move, this animation takes 30 frames, this animation does not occur when using NSS.d+1+2 * High crush 1~ * Floating state 1~
Indian Stance Vacuum Dance
Stance / Utility
Controls: Universal Tekken notation
How it is used
IND.f
Read as: IND.Forward

Utility command or stance transition; see the source for conditions.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* If closer than 1.75 units, recovers r49, 1 unit behind the opponent * If in BT.IND closer than 1.75 units, recovers r49, 4.2 units away from the opponent * If farther than 1.75 units, recovers r49 BT in the same location * Evasive, can go under some attacks * Floating state 1~50
Indian Stance Healing
Stance / Utility
Controls: Universal Tekken notation
How it is used
IND.n
Read as: IND.neutral

Utility command or stance transition; see the source for conditions.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Recovers 3 recoverable health with each pulse * Can be cancelled into other IND moves * Inputting anything other than IND.3+4 or IND.u will put Yoshimitsu in a spinning animation that takes 29 frames to complete before any move comes out * High crush 1~ * Floating state 1~
Indian Stance Cancel
Stance / Utility
Controls: Universal Tekken notation
How it is used
IND.u
Read as: IND.Up

Utility command or stance transition; see the source for conditions.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Evasive, can go under some attacks if timed * Floating state 1~29
Indian Stance Manji Dragonfly
Stance / Utility
Controls: Universal Tekken notation
How it is used
IND.u+1+2
Read as: IND.Up + left punch + right punch

Utility command or stance transition; see the source for conditions.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
Unavailable in NSS * Low crush 1~
Kincho Forward Dash
Stance / Utility
Controls: Universal Tekken notation
How it is used
KIN.f
Read as: KIN.Forward

Utility command or stance transition; see the source for conditions.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* High crush 5~25
Kincho Manji Dragonfly
Stance / Utility
Controls: Universal Tekken notation
How it is used
KIN.u+1+2
Read as: KIN.Up + left punch + right punch

Utility command or stance transition; see the source for conditions.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
Can be counterhit on frames 1~19 * Low crush 14~
Move MED.1
Stance / Utility
Controls: Universal Tekken notation
How it is used
MED.1
Read as: MED.left punch

Utility command or stance transition; see the source for conditions.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Meditation to Backturn
Stance / Utility
Controls: Universal Tekken notation
How it is used
MED.3+4
Read as: MED.left kick + right kick

Utility command or stance transition; see the source for conditions.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Move MED.d
Stance / Utility
Controls: Universal Tekken notation
How it is used
MED.d
Read as: MED.Down

Utility command or stance transition; see the source for conditions.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
Transitions into sidewalk with held input
Move MED.f
Stance / Utility
Controls: Universal Tekken notation
How it is used
MED.f
Read as: MED.Forward

Utility command or stance transition; see the source for conditions.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Transition to BT with 3+4 * Can be cancelled into instant while standing * Closes distance with the opponent
Heal Pulse
Stance / Utility
Controls: Universal Tekken notation
How it is used
MED.n
Read as: MED.neutral

Utility command or stance transition; see the source for conditions.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* May be canceled into another MED move * at 26-28 frames into the animation: * Restores recoverable health successively ** +1 health (1st pulse) ** +2 health (2nd pulse) ** +3 health (3rd onward)
Battou Kakugo
Stance / Utility
Controls: Universal Tekken notation
How it is used
NSS.b+1+2
Read as: NSS.Back + left punch + right punch

Utility command or stance transition; see the source for conditions.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Cannot block during transition * High crush 8~50
No Sword Stance > Indian Stance
Stance / Utility
Controls: Universal Tekken notation
How it is used
NSS.d+1+2
Read as: NSS.Down + left punch + right punch

Utility command or stance transition; see the source for conditions.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* High crush 7~ * Floating state 7~
Unfinished Business
Stance / Utility
Controls: Universal Tekken notation
How it is used
NSS.d+1+4
Read as: NSS.Down + left punch + right kick

Utility command or stance transition; see the source for conditions.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Yoshimitsu is invisible on frames 50~64, but can still be hit * Transition to 1SS.IND with D * Transition to DGF with U
Safe Heron Jump
Stance / Utility
Controls: Universal Tekken notation
How it is used
NSS.uf+1+3
Read as: NSS.Up-Forward + left punch + left kick

Utility command or stance transition; see the source for conditions.

Tip: Community frame data: TekkenDocs / Wavu Wiki; credit also to RBNorway. Verify version-sensitive values in Practice Mode.
Command details & verification
* Low crush 9~35 * Floating state 36~38

Practise the move in a usable situation

A move-list entry describes one action; it is not automatically a guaranteed combo route.

GetCheatBeacon's practical checklist for Yoshimitsu:

  • Read the notation and confirm the facing direction.
  • Practise the move alone before connecting it to another action.
  • Use the training display to check whether a follow-up is actually guaranteed.
  • Check any stance, Heat or counter-hit requirement before expecting the same result in a match.

Read the related game guide β†’