Yoshimitsu
Yoshimitsu
Introduction
Hi there. I'm Spectre, a passionate Tekken player from the UAE. For as long as I can
remember, I've been immersed in the intricate world of Tekken. My character of choice is
usually either Kazuya Mishima or Claudio Serafino. However, I have embarked on a mission
to unravel the mysteries of another iconic character: Yoshimitsu. This document is not your
typical beginner's guide; it is a compilation of insights and strategies aimed at helping
players harness Yoshimitsu's full potential.
I have spent countless hours dissecting Yoshimitsu's moveset, exploring advanced
techniques, and uncovering hidden nuances. However, I must emphasize that this document
is far from complete. The world of Tekken is vast, and there is always room for improvement
and discovery.
That is why I have decided to share my findings with fellow players. This document serves
as a starting point—a foundation upon which players can build their understanding and
mastery of Yoshimitsu. I will continue updating this document as I uncover new insights and
refine existing strategies.
None of this would have been possible without the contributions of the Tekken community
and the creators who tirelessly share their knowledge and expertise. You will find links to
their invaluable resources in the references section.
Tekken 8 Yoshimitsu SpecterA25
Yoshimitsu
Difficulty - Advanced
The latest Yoshimitsu title holder. Yoshi plays quite different to pretty much everyone else in
the fact that he relies on creativity and strong oki awareness to get an opening on his
opponents. He doesn’t have many solid tools to work with in terms of poking and such, so he
relies on situational moves to create pressure and mindgames. He has a plethora of
unblockables and stances in his arsenal so it’s up to the player’s creativity to go far with this
character. He has a move called Flash (1+4) which is a 6f interrupt so the opponent must be
very wary about using their + frames against Yoshi, it also means that certain moves that are
normally safe, becomes unsafe vs him. Yoshimitsu can also use his spin to evade
opponent’s pressure so it can be quite risky to pursue your offense vs him. He has an
interesting mechanic where if he uses specific moves in either heat or NSS (No Sword
Stance), he lifesteals from the opponent, restoring his own HP. A steep learning curve in
terms of knowledge is required with Yoshimitsu to make the most of his tools as his basic
tools aren’t up to snuff with most other “normal” characters in the game. His combo damage
is quite low so it’s encouraged to get creative with his unblockables and setups to make up
for that.
Pros
• The best sets of unblockables in the game
• One of the best okizeme
• Strong turn-stealing tools
Cons
• Poor basics
• Combo damage on the lower end for unorthodox launchers
Glossory
Backdash Cancel (BDC) - is basically cancelling your backdash with db to cut the recovery pe-
riod and allowing you to perform another action. This is done via (b,b db~b, b, db~b b….). This is
a variant of the BDC called the Korean Backdash Cancel (KBC). BDC is good for creating space
between yourself at the opponent quickly and to escape mixup situations. There are a few ways
to perform a BDC but this is the preferred one as it works with backsway characters such as
Bryan, Paul and Nina.
BT = Backturned, it’s basically just your character putting their back towards the opponent.
Some characters have a unique movelist out of BT such as Chloe, Feng, MRaven, Xiaoyu
CH = Counter Hit, hitting someone out of their attack, for some moves, there is a specific prop-
erty that comes out on a CH only, ie a CH launcher, CH knockdown etc
Heat - a new mechanic in Tekken 8, it is an install-like. Each character has their own unique way
of using heat through buffing certain moves, increasing chip damage overall, and gives them ac-
cess to moves like Heat Smashes.
Heat Burst - a way to enter heat, it is a fast armored move that is generally + on block, it is a
strong defensive option to deal with the opponent’s pressure.
Heat Engager - each character have moves that are assigned a Heat Engager property, which
means when this move connects on the opponent on hit, they will enter their heat state. If you
use a heat engager move while in heat, the move will turn into a launcher or a knockdown, de-
pending on character.
Heat Smash - it is a one button move per character, it immediately exits heat and they are char-
acter specific. Some characters have low heat smashes, some characters have + on block mid
heat smashes, they’re all different.
Hopkick - a standard low crush launcher that most characters have. Usually i15 and done by
either uf3 or uf4.
Launcher - a combo starter, usually the fastest launcher is i15 for most chars.
Low Crush - like high crush moves, low crush moves just simply hops over lows.
FC - Full Crouch , a state where the character is in crouching and there is an exclusive moveset
in this state.
Mishima - when people refer to Mishimas in-game, they are referring to the playstyle rather than
the surname. So this includes Heihachi, Kazuya and Devil Jin (even though Jin is a Kazama by
name). In TTT2, Angel was considered a Mishima under this term. This comes with shared tools
such as EWGF, Hellsweep and wavedashing.
Oki/Okizeme - The mixups you force on your opponent when they are on the ground.
Rage - a state a character is in with 25% or less health remaining. It gives your character a very
slight damage increase and access to Rage Art and Rage Drive. It’s indicated by a red aura
around the character and red glowing lifebar.
Rage Art - Basically Tekken 7’s version of a super. Fully armoured but still absorbs damage so
can still get KO’ed if absorbed move kills. Uses up your rage and every chars RA is different in
terms of speed.
Range 0/1/2/3 etc. Range 0 is point blank, Range 1 is a single backdash away. Range 2 = 2 back-
dashes etc
Power Crush - an armoured move available for all chars. What the actual move is, is unique to
the character.
Tornado attack - a move that causes them to spin and fly away in a juggle allowing for enders.
This replaces the bound from T6/TTT2 and is usually given as t! in combo notations. You may
also see screw which is the older name for it.
Tekken 8 Yoshimitsu SpecterA25
SWL - Sidewalk left - basically a longer but more vulnerable step, done by tapping for SSL then
holding down the button
SWR - Sidewalk right - same as SSR but tapping then holding down the button..
WS - While Standing, a state where the character transitions from crouching to standing, there
is an exclusive moveset in this state.
WS Punishment - When I refer to this, it’s when you block a move from crouching (lows) or
blocking a move that leaves you in crouch, it’s your punishment from crouching essentially.
Wall Carry - a combo that is designed around taking your opponent to the wall.
Wallsplat - a move designed to splat the opponent vs the wall for a followup combo.
Tekken 8 Yoshimitsu SpecterA25
Contents
Introduction ......................................................................................................................... 1
Yoshimitsu ........................................................................................................................... 2
Glossory .............................................................................................................................. 3
Contents............................................................................................................................... 6
Basics .................................................................................................................................. 7
Stances ................................................................................................................................ 8
Important Moves ............................................................................................................... 11
Combos ............................................................................................................................. 12
Moves in Combos ............................................................................................................. 14
Tips and Tricks .................................................................................................................. 15
References ........................................................................................................................ 18
Tekken 8 Yoshimitsu SpecterA25
Basics
Stances/Legend
1SS Normal stance
NSS b1+2
BT F,f1+4,n
KIN 1+2
MED 3+4
IND d3+4
DGF u1+2
FLEA d1+2
BDS db1+2
Punishment:- Standing
Startup Move Hit/Block Notes
i6f 1+4 +14/-15 Guarantees b+2,2 or df+1,3 on Hit, Point blank.
i8f NSS 1+4 Launch/-15 Life steal
i10f 1,1 +4/-9 Forces crouch on hit/enhanced in NSS/CH KND
i10f NSS 1,1 KND/-9 Life steal/CH launcher (2nd hit)/wall splats
i11f 2,2 +15/-1 Enters NSS/can enter KIN (1+2)
i11f NSS 2,1 KND/-5 Life steal/deadly Oki in heat
i12f df+4 +4/-7 Long keepout
i13f df+1,4 +4/-12 Good range/slight pushback on hit
i14f b+2,2 Engager/-13 Duckable/b+2,n,1+2 to enter KIN
i15f df+2 Launch/-7 Keepout/slight tracking
i15f uf+3 Launch/-13 High crush
i16f Ff4 Launch/-6 Enters BT/evades low
i16f d+2,1 KND/-9 Optimal at wall for wall splat
i17f cd1 Launch/-17 Long range/Hard to punish at tip range
Punishment:- Crouching
Startup Move Hit/Block Notes
i10f d+1 +5/-6 Has pushback
i11f ws+4 Launch/-15 Press b to enter NSS/press 1+2 to enter KIN
i14f ws+1,2 +4/-9 ws+1,1 to mix up
i15f ws+2,1 Launch/-3 Enters DGF/1st hit enters BT +7/-4
i15f NSS uf+3 Launch/-13 High crush/cant ws+2,1 in NSS
i17f cd1 Launch/-17 Long range/Hard to punish at tip range
Heat:-
Startup Move Hit/Block Notes
i15f 3,1 Engager/+7 Enters DGF/heat dash Launcher
i20f F+1+2 Engager/-12 Heat dash Launcher
i14f B+2,2 Engager/-13 Heat dash Launcher
i12f KIN f+2 Engager/-1 Not a heat dash Launcher
i18f DGF 4 Engager/-4 Heat dash Launcher
Tekken 8 Yoshimitsu SpecterA25
Stances
Cancels in stance:-
DGF->FLEA d+1+2
DGF->IND d+3+4
DGF->1SS d
Cancels in stance:-
FLEA ->1SS d
Tekken 8 Yoshimitsu SpecterA25
Cancels in stance:-
IND ->1SS u
Cancels in stance:-
Cancels in stance:-
Cancels in stance:-
Important Moves
Homing moves :-
Startup Move Hit/Block Notes
i16f f+3 KND/-9 f+3,4 for knee mix up/ wall splats/high
i20f DGF f+2 KND/+7 CH Launch/FLEA f+2 /high
i18f FC df+4 +4/-26 CH Launch/IND 4/Low
i16f DGF f+1+2 KND/-2 High
i16f DGF f+1+2(heat) KND/+5 High
i16f SS 4/KIN 4 KND/0 CH Launch/+3 if entering KIN/high
i20f uf+4 KND/-9 Combos near wall/mid
Tracking moves :-
Startup Move Hit/Block Notes
i16f d+2,2 +6/-12 Tracks SSR/hit confirmable/2nd hit CH launch/mid
i13f df+1 +5/-4 Tracks SSR/hit confirmable/mid
i17f 3~4 +3/-6 Tracks SSR/hold u to enter DGF/mid
i14f cd2 +6/-13 Tracks SSR/CH launch/high crush/mid
i20f f+1+2 Engager/-12 Tracks SSR and SSL/mid
i12f df+4 +4/-9 Tracks SSL/long range keepout/mid
i17f b+1 +7/+1 Tracks SSL/power crush bait/high
i18f db+3 -14/-13 Tracks SSL/can enter IND (d+3+4)/low
i14f b+2,2 Engager /-13 Tracks SSL/duckable/mid
i17f cd+1 Launch/-17 Tracks SSL/mid
Throws :-
Startup Move Notes
i11f uf+1+2 1+2 escape
i15f qcf+2 1+2 escape/steals health
i15f qcb,f+2 Unescapable
i20f DGF 3+4 Unescapable
Tekken 8 Yoshimitsu SpecterA25
Combos
Combos :-
Launcher Notes
df+2 Matchup specific
NSS df+2 Max damage
uf+3 Great wall carry
KIN 2 Dash,1+4,d+2 2 b (NSS),1,f+3+4,22,(T!),1+4(NSS),dash,b+2 1
KIN b2,1
cd1
BDS
4~3
df+2 Staple
NSS df+2 Good wall carry
uf+3
KIN 2 Dash,1+4,d+2 2 b(NSS),df+1 2 1,(T!),1+4(NSS),dash,b+2 1
KIN b2,1
cd1
BDS
4~3
df+2
uf+3
KIN 2 d+2 2 b (NSS),df+1 2 1,(T!),uf+1,f+1+2 Off axis staple
KIN b2,1
cd1
BDS
4~3
NSS 1+4 SSL 1,d+22b(NSS),df+1 2 1,(T!),1+4(NSS),dash,b+2 1 NSS Flash staple
df+2
NSS df+2
uf+3 DGF Staple
KIN 2 3 1(DGF),DGF 2 4,(T!),1+4(NSS),f+3+4 Good wall break
KIN b2,1 combo
cd1
4~3
FC df+1
NSS FC df+3 WS1 2 1 , 3~4 U(DGF),(DGF) f+1+2
FC df+1 SS 1,d+2 2 b (NSS),b+2 1,1+2(KIN),KIN 3 ,ws4(combo reset) Set up combo
FF 4 (BT) Delayed BT 3,d+2 2 b (NSS),df+1 2 1,(T!), 3 2 1+2
Uf3+4 3+4,(T!),f+2 1, 3~4 U (DGF),DGF f+1+2
Uf3+4 d+2 2 b (NSS),df+1 2 1,(T!),1+4(NSS),b+2 1
SS 2 4,d+2 2 b (NSS),df+1 2 1,(T!),3 2 1+2
NSS SS 2 Dash,1+4(NSS),d+2 2 b (NSS),df+1 2 1,(T!),3 2 1+2
DGF 2 4 f+2 1, 3~4 U (DGF),DGF f+1+2
cd1 cd1,b+2 1 ,1+2 (KIN),KIN b+2 1, SSR 3~4U(DGF),DGF f1+2 3~4U(only second hit)
ws+2 1(DGF) Down,1+4, d+2 2 b (NSS),df+1 2 1,(T!),3 2 1+2
IND 3 3+4,(T!),f+2 1, 3~4 U (DGF),DGF f+1+2
FLEA 1+2 Dash,1+4,d+2 2 b (NSS),df+1 2 1,(T!),3 2 1+2
FLEA 3+4 Dash,1+4,d+2 2 b (NSS),df+1 2 1,(T!),3 2 1+2
f3+4 d1+2(FLEA),FLEA 1+2,3 1(DGF),DGF f1+2
Tekken 8 Yoshimitsu SpecterA25
CH Combos :-
Launcher Notes
b+1,NSS 1+4
2 , NSS 1+4 Dash,1+4,d+2 2 b(NSS),df+1 2 1,(T!),1+4(NSS),dash,b+2 1 Staple combo
cd2
b+2 1
1 2 (1)
df+1 (2 1)
ws1 (2 1)
uf+1
NSS 1 (1)
b+2 1 b+2 1,1+2(KIN),KIN b+2 1,(T!), SSR 3~4U(DGF),DGF f1+2
f+2,1 3~4U(DGF),DGF f1+2
d+2(2) d+2 2 b(NSS),df+1 2 1,(T!),1+4(NSS),dash,b+2 1
d+2 2 (1)
ff3+4 1+2,3+4,3 1(DGF),DGF f1+2
FC df+4 ws4,d+2 2 b (NSS),df+1 2 1,(T!),3 2 1+2
uf+2
KIN 3
DGF 3
DGF f2
SS 1 d+2 2 b(NSS),df+1 2 1,(T!),1+4(NSS),dash,b+2 1
NSS (d1)
NSS df+3 (1)
DGF 1
SS 4/KIN 4 cd1,b+2 1 ,1+2 (KIN),KIN b+2 1, SSR 3~4U(DGF),DGF f1+2 3~4U(only second hit)
Conditional Combos :-
Launcher Notes
Heat b+2 2 f d+2 2 b (NSS),1,f+3+4,1,f+3+4,d+222,(T!),1+4(NSS),dash,b+2
Heat DGF 4 f 1
Heat 3 1 f uf n 4,df+2, d+2 2 ,b+2 1,1+2(KIN),KIN b+2 1,(T!),3 1(DGF),DGF
f+1+2
Heat f1+2 f Delayed 1+4, d+2 2 b (NSS), 1+4(NSS), d+2 2 b (NSS), df+1 2 Delay the 1st flash
1,(T!),1+4(NSS),dash,b+2 1
FLEA 2,ws4 d+2 2 b (NSS),df+1 2 1,(T!),3 2 1+2 At tip range combos
uf4,d+2 2 2 3 2 1+2 Only near wall
KIN d1, d222 3 2 1+2 CH 1st hit
Only near wall
Tekken 8 Yoshimitsu SpecterA25
Moves in Combos
Wall Combo :-
Move Set up Notes
1,3~4u,DGF 4 No Ground spike
2 2,1+2(KIN),f+1 No Ground spike
3,2,1+2(delayed) No Best damage option
b1,1,f+1+2 Yes Gain 50/50 if they ukemi
References