Yoshimitsu Frame Data

Information listed here is taken from Ina Tekken Wiki and converted to US notation. Thank you to all who helped compile this!

Notes Convention

KND = Knockdown FLE = Flea Stance
FCD = Facedown DGF = Dragonfly Stance
SLD = Slide IND = Indian Stance
PLD = Playdead MED = Meditation Stance
FS = Fall Stun RC = Recover Crouching
BT = Backturned OC = Opponent Recover Crouching
OB = Opponent Backturned OS = Opponent Turned to Side

Standing

INPUT RANGE DMG SPEED BLOCK HIT CH
1 h 5 8 +2 +7 +7
2 h 12 11 +0 +6 +6
3 h 25 16 -5 KND KND
4 h 14 12 -14 -3 -3

Advancing

INPUT RANGE DMG SPEED BLOCK HIT CH
f+1 h 6 10 +3 +7 +7
f+2 h 12 17 -16 +17 OB +17 OB
f+3 h 28 16 -7 KND KND
f+4 h 20 14 -14 -5 KND

Dashing

INPUT RANGE DMG SPEED BLOCK HIT CH
f,f+1 h 6 10(11~) +3 +7 +7
f,f+2 m 18 15(16~) -10 +1 FCD BT
f,f+3 h 28 16(17~) -7 KND KND
f,f+4 m 15 7(8~) -17 KND KND

Poking

INPUT RANGE DMG SPEED BLOCK HIT CH
d/f+1 m 15 14 -10 +1 +1
d/f+2 m 13 16 -6 JG (+7) JG
d/f+3 m 20 16 -7 +1 +1
d/f+4 m 17 12 -7 +4 +4

Standing to Crouch

INPUT RANGE DMG SPEED BLOCK HIT CH
d/b+1 Sm 5 10 -5 RC +6 RC +6 RC
d+1 M 10 27 -5 -5 -5
d/b+2 m 9 14 +6 RC +5 RC +5 RC
d+1 Sm 8 11 -4 RC +7 RC +7 RC
d+3 L 12 16 -17 RC -3 RC -3 RC
d/b+3 L 12 27 -23 RC -13 RC -13 RC
d/b+4 or d+4 l 7 12 -13 RC -2 RC -2 RC
D,n,d/b+3 L 12 27~ -23 RC -13 RC -13 RC

While Crouching

INPUT RANGE DMG SPEED BLOCK HIT CH
FC+1 Sm 5 10 -5 RC +7 RC +7 RC
FC+2 Sm 8 11 -4 RC +7 RC +7 RC
FC,d/b+3 or FC,d+3 L 12 16 -17 RC -3 RC -3 RC
FC+4 l 10 12 -15 RC -4 RC -4 RC

While Standing

INPUT RANGE DMG SPEED BLOCK HIT CH
WS+1 m 12 12 -3 +9 +9
WS+1+2 m 12 10~11 -3 +7~+8 +7~+8
WS+2 m 20 15 -18 BT KND BT KND BT
WS+3 h 28 16 -16 KND KND
WS+4 m 14 11 -6 +6 +6

Jumping

INPUT RANGE DMG SPEED BLOCK HIT CH
u/b+1 or u+1 or u/f+1 m 12 18 -8 +3 +3
u/b+2 or u/f+2 M 18 42 -23 -12 -12
u+2 M 18 42 -23 -12 -12
u/b+3 or u+3 m 25 23 -29 KND KND
u/f+3 m 15 14~15 -13~-14 JG JG
u/b+4 m 17 20 -19 KND KND
u+4 m 25 20 -15 KND KND
u/f+4 m 25 20 -7 KND KND

Sidestep

INPUT RANGE DMG SPEED BLOCK HIT CH
SS+1 h 21 17(26~) -12 +2 JG
SS+2 m 20 18(27~) -10 JG JG
SS+3 h 25 16(17~) -5 KND KND
SS+4 h 21 15(24~) -3? -3? FS

Backturned

INPUT RANGE DMG SPEED BLOCK HIT CH
BT 1 h 15 8 -8 +3 +3
BT 2 h 15 16 -6 +15 OB +15 OB
BT 3 m 22 23 -5 BT KND BT KND BT
BT 4 h 25 10 -8 KND KND
BT u/f+4 m 21 17 -12 JG JG

Special Skills

INPUT RANGE DMG SPEED BLOCK HIT CH
1 h 5 8 +2 +7 +7
1,2 hm 5,8 -? -? -?
1,2,1 hmm 5,8,6 -? -? -?
2 h 12 11 +1 +7 +7
2,1 hh 12,8 -4 +2 +2
2,2 hh 12,10 -6 ±0 ±0
2,3 hh 12,21 -7 KND FS
2,d+3 hL 12,8 -15 RC -1 RC -1 RC
3 h 25 16 -5 KND KND
3,3 hL 25,16 -20 PLD PLD
3,3,d+3+4 hL 25,16 -? IND -? IND -? IND
3,4 hm 25,30 -14 KND KND
3,d+3+4 hm 25,30 -10 JG JG
4~3 m 30 36(37~) -10 JG JG
4 h 14 12 -14 -3 -3
4,4 hh 14,12 -5 -3 -3
4,4,4 hhh 14,12,21 -8 -4 OS -4 OS
4,4,2 hhm 14,12,5 -? RC -? RC -? RC
4,4,2,2 hhmm 12,12,5,6 -? -? OB -? OB
1+4 m 21 5 -11 KND KND
4~+1 m 21 5(6~) -11 KND KND
f+2 h 12 17 -16 +17 OB +17 OB
f+2,D/B+2 hm 12,9 -6 RC +5 RC +5 RC
= Stone Fists
f+1+2 m 27 17 -17 RC KND RC KND RC
f+3+4 m 30 19 -10 KND KND
f+3+4 (far) m 30 20? ±0 KND KND
f+3+4~b Cancel -? BT -? BT -? BT
d/f+1 m 15 14 -10 +1 +1
d/f+1,1 mh 15,12 -6 +5 +5
d/f+1,1,1 mhh 15,12,12 -5 +6 +6
d/f+1,1,1,1 mhhm 15,12,12,24 +2 OC +4 OC +4 OC
d/f+1,2 mh 15,12 -9 +20 OB +20 OB
d/f+1,2,D/B+2 mhm 15,12,9 -6 RC +5 RC +5 RC
= Stone Fists
d/f+2 m 13 16 -6 JG (+7) JG
d/f+3 m 20 17 -7 RC +4? RC +4? RC
d/f+3,1 mM 20,12 -10 -10 -10
d/f+1+2 L 18 ? -15 ±0 PLD
d/f+1+2,2 Lm 18,21 -10 3 +5 OB
d+1 M 10 24~26 -5~-4 -5~-4 -5~-4
d+1,n,D/B M 15 54 -8 -8 -8
= Death Slash
d+1+2 M 16 28 -7? -7? JG
d+1+4 m 60 29 KND Yoshi SLD KND Yoshi SLD KND Yoshi SLD
d+1+4,B+1 mm 60,18 KND Yoshi SLD KND Yoshi SLD KND Yoshi SLD
= Harakiri
D/B+2 m 9 14 -6 RC +5 RC +5 RC
= Stone Fists
D/B+3 L 12 26(27~) -23 RC -13 RC -13 RC
D/B+3,3 LL 12,7 -23 RC -12 RC -12 RC
= Manji Spin Low Kicks
D,n,D/B+3 L 12 19(20?~) -23 RC -13 RC -13 RC
D,n,D/B+3,3 LL 12,7 -23 RC -12 RC -12 RC
= Manji Spin Low Kicks
D/B+1+2
D/B+1+2,1 or D/B+1+2,2 m 25 22 KND KND KND
D/B+1+2,3 or D/B+1+2,4 m 23 17 ±0? ±0 FS
B+1 h 10 17 +1 +12 +12
= Slap U Silly
b+1+2 m 22 25 -16 KND KND
B+3+4 (-8)
= Spinning Evade
u+3+4 Mm 10,12 39 +7 KND KND
u/b+4 m 17 20 -19 KND KND
u+4 m 25 20 -12? KND KND
u/f+4 m 25 20 -7 KND KND
u/f+3 m 15 14~15 -14~-13 JG JG
u/f+1+2 M 40 113 10 10 10
u/f+1+2,1+2 Cancel -? DGF -? DGF -? DGF
u/f+1+2~d M 25 55 +4 +4 +4
u/f+1+2~d M 30 83 +4 +4 +4
u/f+1+2~d M 40 113 +10 +10 +10
u/f+1+2~b M 35 62 +2 (-8) +2 (-8) +2 (-8)
u/f+1+2~b,1+2 Cancel -? DGF -? DGF -? DGF
u/f+3+4 M 10 31 -16 KND KND
u/f+3+4,b+1 Mh 10,8 -47 -36 -36
u/f+3+4,b+1,3+4 MhM 10,8,21 ±0 OC +? OC SLD
u/f+3+4,b+1,4 Mh,Sm 10,8,15 -9 JG JG
u/f+3+4,b+1,4,D/B+1 Mh,Sm,M 10,8,15,15 -8 -8 -8
= Death Slash
u/f+3+4,1+2 Cancel -? DGF -? DGF -? DGF
u/f+3+4,n,1+2 MM 10,7 -? KND KND
u/f+3+4,n,3+4 Mm 10,30 -10 JG JG
u/f+3+4,d+3+4 M 10 -? IND -? IND -? IND
u/f+3+4,u/f+3+4 MMM 10,10,10 -7? KND KND
f,f+2 m 18 15(16~) -10 +1 FCD BT
f,f+4 m 15 7(8~) -17 KND KND
f,f+1+2 M 22 22(23~) -8 BT +3 BT +3 BT
= Dive Bomb Extensions
f,f+3+4 m 30 22(23~) -20 -8 -8
f,f+3+4,1+2 mm 30,30 -16~-27 KND KND
f,f+3+4,1+2,3+4 mmm 30,30,30 -10 JG JG
f,f+1+4 Fake -? BT -? BT -? BT
f,f+1+4~f m 72 45(46~) KND Yoshi FCD KND Yoshi FCD KND Yoshi FCD
f,f+1+4~f, f,f mm 72,100 KND Yoshi FCD KND Yoshi FCD KND Yoshi FCD
b,b+1 m 90 80(81~) KND KND KND
b,b+1~1+2 h 15 35(36?~) -7? -7? KND
b,b+1~1 m 22,(22) 20(22~) KND KND KND
b,b+1+2 m 50 59(60~) KND KND KND
b,b+1+2 (far) h 50 59(60~) KND KND KND
QCF+1 mmM 24,15,25 ? ±0 ±0 ±0
WS+2 m 22 15 -6 BT KND BT KND BT
FC,D/F+3 L 12 18(19~) -16 RC PLD RC PLD RC
FC,b+1 or FC,d/f+1 l 15 25(26~) PLD PLD PLD
SS+1 m 21 17(26~) -12 +2 JG
SS+2 m 20 18(27~) -10 JG JG
SS+4 h 21 15(24~) -2 -3? FS
SS+4,3+4 h 21 15B(24~) -2 MED +6? MED FS MED
KND 3+4 or PLD 3+4 IND
f,f,f+3 or Running 3 m 30 20?(23~) +7 KND KND
1+2+3 or Running 1+2 m 0 22 -19~-1 -19~-1 -19~-1
1+2+3+4 Super Charge
1+2+3+4~b,f,u,D+1+4 h 1 KND KND KND
1+2+3+4~b,f,u,D+3+4 (versus Bryan only) mh 0,1 KND KND KND

Flea Stance

INPUT RANGE DMG SPEED BLOCK HIT CH
1+2 or u/b+1+2 (hit during FLE) FLE 15 20 -? FLE KND FLE KND FLE
1+2 or u/b+1+2 (hit entering FLE) FLE 7 20 -? FLE KND FLE KND FLE
FLE f,f MMM 8,12,15 3(4~) KND KND KND
FLE u/b or u or u/f M 21 30 KND KND KND
FLE d Ducking Flea
FLE d~f Roll Forward RC RC RC
FLE 3 or 4 Spinning Flea
FLE 1+2 h 16 18 -8 +6 JG
FLE 3+4 m 30 37 -10 JG JG
FLE f+1+2 Roll Forward RC RC RC
FLE f+3+4 L 25 24 Yoshi SLD KND Yoshi FCD KND Yoshi FCD
FLE d+3+4 IND
FLE u+1+2 DGF
FLE u+3+4 M 30 30? Yoshi KND KND Yoshi KND KND Yoshi KND
FLE b Cancel Stance

Dragonfly Stance

INPUT RANGE DMG SPEED BLOCK HIT CH
u+1+2 DGF
DGF 1 M 15 30 +4 +4 +4
DGF 2 h 15 16 +4 DGF JG DGF JG DGF
DGF 3 L 22 22 -22 +4? PLD
DGF 4 m 25 19 -6 -2 OS FS
DGF 3+4 (throw) h 12,13 Throw Throw Throw
DGF 3+4 h 12 +? +? +?
DGF d Cancel Stance

Indian Stance

INPUT RANGE DMG SPEED BLOCK HIT CH
d+3+4 IND
IND 1 M 15 53 ±0 ±0 ±0
IND 2 m 9 39 -9 +2 +2
= Stone Fists (Starting from 2nd)
IND 4 m 30 65 -10 JG JG
IND 3 m 30 38 -16~-27 KND KND
IND 3,3+4 mm 30,30 -10 JG JG
IND b or f Teleport
BT IND 3+4 Teleport
IND (hold 3+4)+f or b or u or d Hover
IND n Restores Health
IND u Cancel Stance

Meditation Stance

INPUT RANGE DMG SPEED BLOCK HIT CH
3+4 MED
MED 1+2 m 10 30 KND KND KND
MED 3+4 M 15 28~40 +2~+14 BT JG BT JG BT
MED 1+4 m 60 29 KND Yoshi FCD KND Yoshi FCD KND Yoshi FCD
MED 1+4,B+1 mm 60,18 KND Yoshi FCD KND Yoshi FCD KND Yoshi FCD
= Harakiri
MED 2+4 or 1+3 h 35 12 Throw Throw Throw
MED 2+3 Steals Health 22 Throw Throw Throw
MED 2+3~f Gives Health 22 Throw Throw Throw
MED b+3 or f+3 m 22 23 -5 BT KND BT KND BT
MED b+2 or f+2 h 15 16 -6 +15 OB +15 OB
MED b+3+4 (-8) -? BT -? BT -? BT
= Spinning Evade
MED b+1 or f+1 h 15 8 -8 +3 +3
MED b+4 or f+4 h 25 10 -8 KND KND
MED u/f+4 m 21 17 -12 JG JG
MED n Restores Health
MED b or f Cancel Stance

Backturned Stance

INPUT RANGE DMG SPEED BLOCK HIT CH
BT 2 h 15 16 -6 +15 OB +15 OB
BT 3 m 22 23 -5 BT KND BT KND BT
BT b+2+3 Steals Health 22 Throw Throw Throw
BT b+2+3~f Gives Health 22 Throw Throw Throw
BT d+1+4 m 60 29 KND Yoshi FCD KND Yoshi FCD KND Yoshi FCD
BT d+1+4,B+1 mm 60,18 KND Yoshi FCD KND Yoshi FCD KND Yoshi FCD
= Harakiri
BT d+3+4 BT IND
BT D/B+2 m 9 14 -? BT -? BT -? BT
= Stone Fists

Dive Bomb Extensions

INPUT RANGE DMG SPEED BLOCK HIT CH
BT 2+3 or 1+4 Steals Health 22 Throw Throw Throw
BT 2+3~f or 1+4~f Gives Health (-22) Throw Throw Throw
BT u+2+3 m (90) 80(81~) KND BT KND BT KND BT
BT u+1+4 m 21 5 -11 BT KND BT KND BT
BT qcf+1 mmM (24,15,25) ±0 ±0 ±0
BT d/b+1+2~D/B BT BT BT
BT d/b+1+2~D/B+1 or D/B+2 h (25) KND BT KND BT KND BT
BT d/b+1+2~D/B+3 or D/B+4 m 23 17 ±0? BT ±0 BT FS BT
BT d+1 M (10) 24~26 -5~-4 BT -5~-4 BT -5~-4 BT

Stone Fists

INPUT RANGE DMG SPEED BLOCK HIT CH
D/B+2 m 9 -6 RC +5 RC +5 RC
D/B+2,2 mm 9,9 -8 RC +3 RC +3 RC
D/B+2,2,2 mmm 9,9,7 -9 RC +2 RC +2 RC
D/B+2,2,2,2 mmmm 9,9,7,7 -8 RC +3 RC +3 RC
D/B+2,2,2,2,2 mmmmm 9,9,7,7,5 -9 RC +2 RC +2 RC
D/B+2,2,2,2,2,2 mmmmmm 9,9,7,7,5,5 Yoshi KND Yoshi KND Yoshi KND

Manji Spin Low Kicks

INPUT RANGE DMG SPEED BLOCK HIT CH
D/B+3,3 LL 12,7 -23 RC -12 RC -12 RC
D/B+3,3,3 LLL 12,7,7 -23 RC -12 RC -12 RC
D/B+3,3,3,3 LLLL 12,7,7,5 -23 RC -12 RC -12 RC
D/B+3,3,3,3,3 LLLLL 12,7,7,5,5 -23 RC -12 RC -12 RC
D/B+3,3,3,3,3,3 LLLLLL 12,7,7,5,5,5 Yoshi KND Yoshi KND Yoshi KND
(2nd to 5th MSL),4 m 12 12 -4 KND KND
(2nd to 5th MSL),d+3+4 IND

Slap U Silly

INPUT RANGE DMG SPEED BLOCK HIT CH
B+1 h 10 17 +1 +12 +12
B+1,1 hh 10,10 +6 +7 +17
B+1,1,1 hhh 10,10,10 +6 +6 +17
B+1,1,1,1 hhhh 10,10,10,10 +6 +6 +17
B+1,1,1,1,1 hhhhh 10,10,10,10,10 +6 +6 +17
B+1,1,1,1,1,1 hhhhhh 10,10,10,10,10,10 Yoshi KND Yoshi KND Yoshi KND
(1st to 5th SUS),3+4 h (-8) -6 +5 +5
= Spinning Evade

Spinning Evade

INPUT RANGE DMG SPEED BLOCK HIT CH
B+3+4 (-8)
B+3+4,3+4 (-16)
B+3+4,3+4,3+4 (-24)
B+3+4,3+4,3+4,3+4 (-32)
B+3+4,3+4,3+4, 3+4,3+4 (-40)
B+3+4,3+4,3+4, 3+4,3+4,3+4 (-48) Yoshi KND Yoshi KND Yoshi KND

Death Slash

INPUT RANGE DMG SPEED BLOCK HIT CH
D/B (1 step) M 15 54 -8 -8 -8
D/B (2 step) M 23 89 -8 -8 -8
D/B (3 step) M 27 124 KND KND KND
D/B (4 step) M 43 159 KND KND KND
D/B (5 step) M 65 194 KND KND KND
D/B (6 step) M 107 229 KND KND KND

Harakiri

INPUT RANGE DMG SPEED BLOCK HIT CH
B+1 mm 60,18 KND Yoshi SLD KND Yoshi SLD KND Yoshi SLD
B+1,1 mmm 60,18,20 KND Yoshi SLD KND Yoshi SLD KND Yoshi SLD
B+1,1,1 mmmm 60,18,20,21 KND Yoshi SLD KND Yoshi SLD KND Yoshi SLD
B+1,1,1,1 mmmmm 60,18,20,21,28 KND Yoshi SLD KND Yoshi SLD KND Yoshi SLD
B+1,1,1,1,1 mmmmmm 60,18,20,21,28,30 KND Yoshi SLD KND Yoshi SLD KND Yoshi SLD

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7 Responses to Yoshimitsu Frame Data

  1. n8nmonster says:

    updated, did the following:

    revised the transitions, usin new color format.
    added yoshi’s special supercharge attacks.

  2. shinjoker says:

    Yoshi’s ss+1 is safe, so it can’t be -12, just to let you know ^_^

  3. n8nmonster says:

    its “safe” becuz of the pushback, but its still -12…

  4. shinjoker says:

    Would it still be safe if Yoshi’s opponents back was against the wall? At any rate, I stand corrected.

  5. n8nmonster says:

    most chars wont have the reach, but there are some moves thatll hit him.. like kuma’s f+2, jack5’s f+2 or df4, bruce’s standin 4, or christie and eddy’s standin 4.

    from some small testing, if both chars are alongside the wall, reg chars will be able to punish him too (theoretically cuz the wall on both chars reduces the pushback).

    but yea, hope that helps. :)

  6. wetim says:

    yo, yoshi’s u/f=4 is jab puinshable. are you sure that f+3+4 is punishable? i’ve never been punished on block, not even jabs.

  7. n8nmonster says:

    just checked:

    uf4 = -7 on block
    f3+4 = -10 on block ( i can easily f+1,2 punish with Lei, and 2,1 punish with Marduk).

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