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Yoshimitsu

Guide for Tekken

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0% found this document useful (0 votes)
188 views

Yoshimitsu

Guide for Tekken

Uploaded by

jordanphan000
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Tekken 8 Yoshimitsu SpecterA25

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

Recommended for players who likes


• Unorthodox characters
• Creative oki characters
• Freestyling offense
Tekken 8 Yoshimitsu SpecterA25

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

Crush - a property of a move where it is designed to go cleanly through a move depending on


high or low crush property.

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.

High Crush - a move that’s designed to be “invincible” to high moves.


Tekken 8 Yoshimitsu SpecterA25

Homing move - a move that is designed to shut down sidestepping.

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

Seeable - means it’s reactable, usually referred to with lows.

SS - sidestep notation so a SS1 move would be Sidestep + 1

SSL - Sidestep left - performed by tapping up on P1 side and down on P2 side.

SSR - Sidestep right - performed by tapping down on P1 side and up on P2 side.

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.

WR - While Running, a state where the character is considered running.

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

Dragon fly stance DGF (u+1+2) :-


Startup Move Hit/Block Notes
i30f DGF 1 KND/-2 CH Launcher
i16f DGF 2,4 Launch/-14 T!
i22f DGF 3 +6/-13 CH Launcher
i18f DGF 4 Engager/-4 Pushback on block
i20f DGF f+2 KND/+7 CH Launcher stays in DGF/Homing
i16f DGF f+1+2 KND/-2 Homing /all high attacks
i20f DGF 3+4 Throw/unblockable Duckable

Cancels in stance:-

DGF->FLEA d+1+2

DGF->IND d+3+4

DGF->1SS d

Flea stance FLEA (d+1+2) :-


Startup Move Hit/Block Notes
i24f FLEA 2 KND/-12
i18f FLEA 1+2 Launch/-8
i25f FLEA 3+4 Launch/-13
i20f FLEA f+2 KND/+7 Enters DGF/homing
i17f FLEA ff -41/-51
i17f FLEA f3 Throw/-16
i23f FLEA f+4 +12/-9 CH KND
1 Goes into 1SS
3 or 4 Turns around like SS
d Ducks high
u/uf/ub Unblockable hit
b/f Movement in stance

Cancels in stance:-

FLEA ->DGF u+1+2

FLEA ->IND d+3+4

FLEA ->1SS d
Tekken 8 Yoshimitsu SpecterA25

Indian stance IND (d+3+4) :- Heals recoverable gauge


Startup Move Hit/Block Notes
i53f IND 1 Unblockable
i39f IND 2 +2/-9 Spam 2
i33f IND 3 +2/-30 IND 3, 3+4 Launch/-13
i47f IND 4 +4/-26 CH Launcher
i17f IND 3+4 +3/-6 Hold U to enter DGF +14/+5
IND b/f Goes BT /if close goes behind enemy
IND d+3+4 hold Movement in stance

Cancels in stance:-

IND ->DGF u+1+2

IND ->FLEA 1+2

IND ->1SS u

Meditation stance MED (3+4) :- Heals recoverable gauge


Startup Move Hit/Block Notes
i17f MED 3 Launch/+7
i30f MED 1+2 Heals raw health(7%)/unblockable

Cancels in stance:-

MED ->1SS Any direction including SS

MED ->BT 3+4

Kincho stance KIN (1+2) :-


Startup Move Hit/Block Notes
i17f KIN 1,1 +7/-9
i21f KIN 2,1+2 Launch/-14 Chargeable/ 1st hit -14/+2
i25f KIN 3 +13/-16 CH Launcher
i16f KIN 4 KND/0 CH Launcher/high homing
i12f KIN 1+2 KND/-6
i46f KIN b+1+2 Unbloclable
i16f KIN f+1 -2/-5 Hold KND/-12
i23f KIN d+1 +3/-13
i12f KIN f+2 Engager/-1 +9 without heat/high homing
i15f KIN b+2,1 Launch/1st hit -9 2nd hit -14

Cancels in stance:-

KIN ->DGF u+1+2

KIN ->Flash 1+4


Tekken 8 Yoshimitsu SpecterA25

No sword stance NSS (b+1+2) :-


Startup Move Hit/Block Notes
i10f NSS 1,1 KND/-9 CH Launch 2nd hit/ wall splats
i24f NSS d1 KND/-9 CH Launch
i17f NSS df+3,1 KND/-9 CH Launch 2nd hit
i15f NSS 3,2,1+2 KND/-14 Not a natural combo /increased range
i20f NSS f+1+2 Engager/-12 KND when without heat
i24f NSS ub+1+2 KND/-8
i17f NSS KIN 1,1 KND/-9 CH Launch 3rd hit
i19f NSS KIN f+1 KND/-5
i21f NSS KIN 2,1+2 Launch/-3 If 2nd move hits KND/
i8f NSS 1+4 Launch/-15
i11f NSS 2,1 KND/-5 2nd hit -9 on block
I27f NSS u+1+2 +20/+4 Enters IND NSS
i25f NSS FC df+1 KND/-16 Follow up with 2/df+1,2 to Launch
i20f NSS FC df+3 Launch/-26 T!
NSS uf+1+3 Mid and high crush movement tool/recovers ws
i15f NSS ws+2,1 +5/-6 Enters BT
i21f NSS f+3+4 KND/-13
i17f NSS cd1 Launch/-17 Less range than in1SS
i16f NSS d+2,2,1 KND/-13 CH launch 2nd hit/not a natural combo/less range
i22f NSS 1+2+3 KND/-18 Pushback on block/safe in 1SS -8
i17f NSS BT d+1 +3/-13 Less range than in 1SS

Cancels in stance:-

NSS ->IND d+1+2

NSS ->1SS b+1+2

NSS ->MED b+3+4

NSS ->BT b+3+4 ,3+4

Back turn stance BT (b+3+4,3+4) :-


Startup Move Hit/Block Notes
i15f BT 1,2 +5/-5 Not a natural combo
i15f BT 1,3 KND/-7 Pushback on block/ not a natural combo
i24f BT 3 KND/-3
Tekken 8 Yoshimitsu SpecterA25

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

u3+4 d+2 2 b (NSS),1,f3+4,d+2 2 2,1+4(NSS),b+2 1


MED 3 BT+2 1,3 1(DGF),DGF f1+2
SSU means ss
MED 3 SSU,d+2 2,df+1 2 1,SSU,1+4(NSS),d+2 2 towards background
d+2 2 delayed

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

Floor Break Moves:-


f+3+4 KIN1+2 DGF 3+4 qcf1 KIN 1 DGF 1
d+1 uf+1 FLEA,FF 1,1 u+3+4 FF3+4
Uf1+2 FF+1+2 d+1 f+3+4 KIN 2,1+2 ws+1,1

Wall Break Moves:- “ work in progress”


2+3(Heat smash) NSS ws+2 ,1,3
Tekken 8 Yoshimitsu SpecterA25

Tips and Tricks


Tips and set ups:- “work in progress”
Startup Move Notes
i17f b+1 1,b3 or b4 Dealing with power crushs/duck if high power
crush
i17f 3+4 (MED) b repeat Used to back away and create whiff chances
i45f 3+4(MED),MED 1+2 Healing unblockable heals 7%
i35f uf2,d Cancelling move to bait and an action/recovers ws
OTG Get up 1+4 or FC df+1
Crouching attack to FC moves
Back towards wall 1+4
i18f db+3 3,d+3+4(IND) f, (teleport),cd1 IND stance in wall combo set to teleport behind
End combo with d+2 2 b(NSS) FF4 1+4 Set up
i25f KIN 3,ub1+2 On hit follow up
b+2 1 b,cancel,to DGF or uf1+2 Set up
i16f FF 4 to db If blocked db to high crush or b3 or b4 to get away
or f to block
i17f IND 3+4 or 3~4,duck,1+4 Set up
i17f db+4 ,1+4 At wall only/use cd2 to wall splat
If they respect 2 2 Use (unblockable,grabs,lows)
If the respect DGF f+1+2 Use (unblockable,grabs,lows)
i11f 2 2,ub1+3 Unblockable set up/dash after 2 2
i11f 2 2,1+2(KIN),KIN 3 to ub1+2
i18f FC df+4 to ub1+3 or uf1+2
i17f df+3 to FC moves If they duck use FF4/in NSS can FC df+3
i16f SS4 or KIN 4 to KIN d1
i39f NSS IND 2,FC df+3
i12f uf1+2 ,ub1+3 Set up
i13f df+1,cd2 High crush set up
i22f 1+2+3 at round start If the start with a big move to push them back
NSS uf1+3 ,FC df+1 or FC df3 or uf3 Bait set up
b1+2(NSS) Can be used to high crush at round start
i11f ws4 b, or ws4 1+2 Can go NSS if held b or KIN if held f1+2
i16f DGF 2 4 b (NSS) Enters NSS if held b
NSS FF1+4,n(BT),NSS 1+4 Flash set in BT
i15f NSS ws+2(blocked),(BT),NSS 1+4. Flash set in BT/NSS ws+2 on block -4
i16f f+3(hit),4 ,(BT),NSS 1+4. Flash set in BT
Any combo after T! heat burst ,dash,1+4,dash,uf 3,BT 1+4/Set up
i15f NSS df2 ,duck,NSS 1+4 Flash set up NSS

Moves with follow ups:-


Move Notes
BT d1 -> KIN f1 CH only
BT d1 -> Heat smash CH only
KIN d1 -> Heat smash CH only
Tekken 8 Yoshimitsu SpecterA25

KIN d1 -> Heat burst CH at wall only


ws3,2 -> d+2
DGF 1 -> ub1+2 or cd1 ub1+2(close) /cd1(far)
KIN 3 -> ub1+2 or cd1 ub1+2(close) /cd1(far)
Uf4 -> dash -> f1+2 Fast dash or micro dash
NSS 2,1-> dash -> f1+2 Fast dash or micro dash
Heat 1,1 -> dash -> f1+2 Fast dash or micro dash
1,(1) -> f1+2 2nd hit CH only
Uf4 -> d+2,2,2 At wall only
KIN 1+2(parry) -> ub1+2
NSS df+1,2(2nd hit only) -> any 14f move b+2,2/df+1,4
b+1 ->1,1 CH only/b+1 gives +12f on CH can NSS 1+4
NSS or Heat 2 -> 1+4 CH only/2 gives +8f on CH
NSS KIN 1,1 -> ub1+2
NSS KIN 2,1+2(hold) -> any 14f move Can be used in combos set up after T!
BT d2 -> 1+4 At wall only
KIN 1+2-> d+1

Flash set up moves on block :- “ work in progress”


2,2 Uf1 Df1 Df3 DGF f1+2
F2 Ff3 B1 Db2 D4
Tekken 8 Yoshimitsu SpecterA25

Matchup notes:- “work in progress”


Character Move Punish with
Alisa b4,4,3+4 Punish with cd1
Alisa ub+2 Only NSS flash works
Alisa f1+2 Only NSS flash works
Alisa FF2,3 Punish with 1+4
Alisa FF4 Only NSS flash works
Azucena b+4,3,4,3 At wall only, punish with 1+4
Azucena Lib 4,1,2 Flash before 2nd hit, punish with 1+4
Azucena Lib 1+2 Punish with 1+4
Asuka b3 Use cd1 after
Claudio f+2,2 Deep dash FF4 after
Claudio d+1,2 Flash before 2nd hit
Claudio 2,1,2 Only NSS flash works
Claudio 3+4 Only NSS flash works
Devil Jin u+4 Use cd1
Devil Jin b+1,2 or b+1,2(cancel) Flash before 2nd hit
Dragunov f+3,1+2 Flash before 2nd hit
Feng df+2,2 Punish with 1+4
Feng ws+3 Only NSS flash works
Jack d1+2 Use cd1
Kazuya db+1,2 Use cd1/ Can be buffered
Kazuya df+3,2,1 Flash before 3rd hit, 1SS only
King db4 Crouch cancel f1+2
King ff,n,2 Dash and use 1+4
King df+1,2 Only NSS flash works
Law 3+4,4 Flash before 2nd hit, can duck for ws
punish
Lili bt 3,4 Flash before 2nd hit to combo
Lili uf3+4 Flash or wait for their option then flash
Ling Cali Roll Punish with 1,1 or 2,2 or NSS 2,1
Ling Firecracker Punish with ws+1 (close) or crouch
cancel d+2,2 or crouch cancel 3~4
Paul d+3,2,1+2 Use cd1
Paul qcf3+4 Dash 1+4
Raven FF3 Only NSS flash works
Reina Sentai Stance Interrupt all moves except Power
Crush with 1+4
Victor u1+2 3~4 when guessing / KIN parry
Yoshimitsu DGF (f1+2/2,4/4) 1SS Flash beats these options
Yoshimitsu DGF (f1+2/2,4/4,3+4) NSS Flash beats these options
Yoshimitsu DGF (1/3/exit DGF) Both 1+4 lose
Yoshimitsu db+3,3,4 Punish with 1+4
Yoshimitsu 4~3 Punish with 1+4
Yoshimitsu f+2,1 Punish with 1+4
Yoshimitsu f3+4 Punish with 1+4
Yoshimitsu uf 3 Punish with 1+4
Tekken 8 Yoshimitsu SpecterA25

References

ArcaineEFX. (2024). YouTube. Retrieved from https://www.youtube.com/@ArcaineEFX

delusional-lobo. (2024). YouTube. Retrieved from https://www.youtube.com/@delusional-lobo

eyemusician. (2024). YouTube. Retrieved from https://www.youtube.com/@eyemusician

Flashimitsu. (2024). YouTube. Retrieved from https://www.youtube.com/@Flashimitsu

FujinFoxTK. (2024). YouTube. Retrieved from https://www.youtube.com/@FujinFoxTK

Fergus2k8. (2024). Google Docs. Retrieved from https://docs.google.com/document/d/1CG-


ZUE6EqqQk7QSfc1feddeS8411f8t38EMFQ1Le9Cc/edit

JustApplay. (2024). Google Sheets. Retrieved from


https://docs.google.com/spreadsheets/d/e/2PACX-1vTsgbCJNSTKajMNlJvQleJOl0eTiEcV-
PbeU0obDg1lsSqmz0lTtcD2k6NzfTPt7Db9Ua2dz1o_34Sv/pubhtml#

rohailhaider-yt. (2024). YouTube. Retrieved from https://www.youtube.com/@rohailhaider-yt

rosesnevercry. (2024). YouTube. Retrieved from https://www.youtube.com/@rosesnevercry

shylectre. (2024). YouTube. Retrieved from https://www.youtube.com/@shylectre

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