Street Fighter X Tekken/Yoshimitsu

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Street Fighter X Tekken#CharactersStreet Fighter X Tekken/Character HealthStreet Fighter X Tekken/Basic ElementsStreet Fighter X Tekken/MovementStreet Fighter X Tekken/Solo OffenseStreet Fighter X Tekken/Capcom Juggle SystemSFxTHeaderButtons.png

Yoshimitsu

Sfxt yoshimitsu face.jpg

Ideal Team Position: Point


Yoshimitsu is a fairly complex character, but not necessarily in a manner that is high execution. Most of his buttons are very awkward to use in a traditional sense, and even seemingly good hitboxes on his sword-based normals aren’t as good as they may appear to be. To compensate for this, Yoshimitsu makes due with the other tools he has at his disposal to confound opponents. He has numerous ways he can safely tag in his partner, chief among them his Sword Poke Windmill that can lure opponents closer to him. This is especially useful as a whiff punish on the ground, and sometimes it will even catch opponents in the air. His Overhead target combo is another safe tag-in option, and counts as an “off the ground” attack that will crush certain low attacks. His j.HP is a powerful offensive weapon, as it is active for a long time, starts up quickly, and has a hitbox that completely protects his hurtbox when activated. This makes it useful for both jump-in and air-to-airs, and he can get full combos off both. Yoshimitsu is also well-equipped to deal with aerial assaults from the ground, as his DP has air crush properties and leads to a follow-up juggle. If you have meter and life to spare, Yoshimitsu’s EX Suicide into a tag combo can lead to absurd damage, potentially turning the tide of battle into your favor. Because Yoshimitsu has so many options to safely tag in his partner, and because his own solo damage is lacking, it is best to have Yoshimitsu start the match and utilize his assortment of safe tag options to bring his partner into the match.


Strengths Weaknesses

+Multiple ways to safely tag cancel into his partner (P and K variations of Slap U Silly, Sword Poke Windmill) or to continue a combo

+Possesses a DP with air crush properties that can lead into a full combo.

+Teleport allows him to advance or retreat quickly

+Overhead Target Combo can lead to a safe tag cancel on block or hit

+EX Suicide Tag Combos, if successful, can lead to massive damage

+j.HP is one of the best high-priority air normals in the entire game and is extremely difficult to anti-air

-Lackluster solo combos

-Not very threatening without meter

-Struggles offensively thanks to his normal attacks having bad priority, awkward hitboxes, limited utility, or all of the above

-Only his EX DP has ground invincibility


Moves

Normal Attacks

Name
Command
Notes
Standing Light Punch
Lp.png
Speccancel.png
Standing Medium Punch
Mp.png
Standing Hard Punch
Hp.png
Standing Light Kick
Lk.png
Speccancel.png
Standing Medium Kick
Mk.png
Speccancel.png
Standing Hard Kick
Hk.png
Close Light Punch
(near opponent) Lp.png
Speccancel.png
Close Medium Punch
(near opponent) Mp.png
Speccancel.png
Close Hard Punch
(near opponent) Hp.png
Speccancel.png
Close Light Kick
(near opponent) Lk.png
Low.png
Crouching Light Punch
D.png + Lp.png
Speccancel.png
Crouching Medium Punch
D.png + Mp.png
Speccancel.png
Crouching Hard Punch
D.png + Hp.png
Crouching Light Kick
D.png + Lk.png
Low.png
Speccancel.png
Crouching Medium Kick
D.png + Mk.png
Speccancel.png
Crouching Hard Kick
D.png + Hk.png
Low.png
Hardknockdown.png
Jump Light Punch
Ub.png / U.png / Uf.png + Lp.png
High.png
crossup
Jump Medium Punch
Ub.png / U.png / Uf.png + Mp.png
High.png
Jump Hard Punch
Ub.png / U.png / Uf.png + Hp.png
High.png
Knockdown.png vs airborne
Jump Light Kick
Ub.png / U.png / Uf.png + Lk.png
High.png
Jump Medium Kick
Ub.png / U.png / Uf.png + Mk.png
High.png
crossup
Jump Hard Kick
Ub.png / U.png / Uf.png + Hk.png
High.png
Knockdown.png vs airborne

Unique Attacks

Name
Command
Notes
Flea
D.png + 3k.png
   Flea to
Sliding Headbutt
Flea ---.png K.png
Low.png Stagger.png
   Jumping Flea
Flea ---.png Uf.png or U.png or Ub.png
High.png
   Flea Crouch
Flea ---.png D.png
can crouch under projectiles
   Flea Dash
Flea ---.png F.png , F.png
forward dash
   Flea Release
Flea ---.png P.png
Cancels Flea Stance
Triple Roundhouse Combo
F.png + Hk.png
can be repeated 2 more times
Knockdown.png on 3rd hit
Knockdown.png vs airborne
Poison Wind Bronze Fist
F.png + Mk.png ---.png Mp.png ---.png B.png b
High.png on 1st hit
Knockdown.png vs airborne
Poison Wind Silver Fist
F.png + Mk.png ---.png Mp.png ---.png K.png
High.png on 1st hit
Knockdown.png vs airborne
Poison Wind Gold Fist
F.png + Mk.png ---.png Mp.png ---.png
K.png ---.png P.png
High.png on 1st hit
Knockdown.png on 5th hit
Knockdown.png vs airborne
Poison Wind
Bronze Fist
Steel Fist
F.png + Mk.png ---.png Mp.png ---.png F.png + Mk.png
High.png on 1st hit
High.png on 5th hit
Knockdown.png vs airborne

Throws

Name
Command
Notes
Sword Face Smash
F.png or N.png + Lp.png + Lk.png
Throw.png
Oni Killer
B.png + Lp.png + Lk.png
Throw.png

Special Moves

Name
Command
Notes
Poison Breath
Hcb.png + K.png
Ex.png
Crumple.png on Ex.png
Knockdown.png vs airborne
Flea to Poison Breath
Flea ---.png Hcb.png + K.png
Ex.png
Crumple.png on Ex.png
Knockdown.png vs airborne
Gehosen
Dp.png + P.png
Ex.png
Knockdown.png
Suicide
Hcb.png F.png + P.png
Ex.png
Crumple.png
Knockdown.png vs airborne
deals damage to self
causes self-crumple
Slap U Silly
Qcf.png + P.png
rapidly press P.png
for additional hits
Ex.png
Knockdown.png vs airborne
after 6 hits, causes
Yoshimitsu to crumple
Ex.png cannot be followed up
Ex.png will prevent self-crumple
Stone Fists
Qcf.png + K.png
rapidly press K.png
for additional hits
Ex.png
Knockdown.png vs airborne
after 6 hits, causes
Yoshimitsu to crumple
Ex.png cannot be followed up
Ex.png will prevent self-crumple
Indian Stance Vacuum Dance
Dp.png or Rdp.png + 3p.png or 3k.png
teleport
Sword Poke Windmill
Hcb.png + P.png
Ex.png Chrg.png
vacuum effect
Hardknockdown.png on Ex.png

Super Combo

Name
Command
Notes
Sword Poke Whirlwind
Hcf.png + 3p.png
vacuum effect

Frame Data (updated for v2013)

Move Command Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel JP JC JS "Notes
"
Far\Close LP H 30 4 3 9 +5 +1 SM,EX,SA,CA 1 1 1 -
Far MP H 80 9 3 17 +1 -3 - 2 1 1 -
Far\Close HP H 120 16 2 23 +1 -5 - 3 1 1 Forces standing, Knockdown on counter hit
Far\Close LK H 30 5 5 9 +3 -1 SM,EX,SA,CA 1 1 1 -
Far\Close MK H 60 8 4 17 +3 -4 SM,EX,SA,CA 2 1 1 -
Far\Close HK H 90 16 3 28 float -11 - 3 1 0 Throw invulnerability frames 1-15
Close MP H 60 5 3 12 +6 +2 SM,EX,SA,CA 2 1 1 -
Crouch LP H 30 4 5 8 +5 0 SM,EX,SA,CA 1 1 1 -
Crouch MP L 60 10 4 15 +2 -2 SM,EX,SA,CA 2 1 1 -
Crouch HP H 120 11 5 20 +1 -5 - 3 1 1 Forces standing, Float on counter hit
Crouch LK L 30 5 4 10 +3 -1 SM,EX,SA,CA 1 1 1 -
Crouch MK H 60 7 5 15 +2 -3 SM,EX,SA,CA 2 1 1 -
Crouch HK **LC L 90 12 2 30 hard knockdown -12 SM,EX,SA,CA 3 1 - -
Jump LP M 40 6 7 until ground+4 +12 +4 - 1 1 1 -
Jump MP M 70 9 3 until ground+4 +16 +5 - 2 0 1 -
Jump HP M,H 35x3 8 6 until ground+4 +20 +8 - 3,3,3 0,0,1 1 Hits H from frame 5, Knockdown on airborne opponent
Jump LK M 40 5 6 until ground+4 +12 +4 - 1 1 1 -
Jump MK M 70 7 6 until ground+4 +16 +5 - 2 1 1 -
Jump HK M 100 10 2 until ground+4 +20 +8 - 3 1 1 Ground bounce on airborne opponent
Launcher **LC H 100 13 2 54 switch -34 - 3 - - Crushes crouching attacks frames 1-14, Launches opponent while switching characters
Cross Cancel H 60x2 9 6 45 hard knockdown -27 - - - - Invulnerability frames 1-10
Sword Face Smash LP+LK throw 130 5 2 20 hard knockdown - - - - - -
Oni Killer b+LP+LK throw 130 5 2 20 hard knockdown - - - - - -
- b+LK (during forward jump) M 40 5 6 until ground+4 +12 +4 - 1 1 1 Knockdown on airborne opponent
- b+LK > MK (air) M 70 8 6 until ground+4 +16 +5 - 2 1 - Knockdown on airborne opponent
Flea d+KKK H 75 23 until canceled or hit - - - - 1 1 0 Input f,f to dash
Flea to Sling Headbutt K (during Flea) L 60 17 14 31 +20 -11 - 3 1 0 Exits Flea
Jumping Flea ub or u or uf (during Flea) M 60 5 36 8 +6 +2 - 1 1 0 -
High Jumping Flea d,ub or d,u or d,uf (during Flea) M 60 5 41 8 +6 +2 - 1 1 0 -
Dashing Flea f,f (during Flea) - - - - 22 - - - - - - -
Flea Release P (during Flea) - - - - 29 - - - - - - Exits Flea
- f+HK H 50 10 2 22 +3 -3 - 3 1 0 Forces standing, Knockdown on airborne opponent
- f+HK > f+HK H 50 5 2 23 +2 -4 - 3 1 0 Knockdown on airborne opponent
Triple Roundhouse Combo f+HK > f+HK > f+HK H 50 5 2 23 float -5 - 3 1 0 -
- f+MK M 40 20 2 24 0 -4 - 2 1 0 Knockdown on airborne opponent, Stagger (+15) on crouching counter hit, On Hit: -1 on crouching opponent
- **LC f+MK > MP H 80 12 1(5)1(5)1 27 +2 -11 - 3 0 0 Knockdown on airborne opponent
Poison Wind Bronze Fist f+MK > MP > b,b - - - - 27 -8 -21 - - - - Invulnerability frames 1-8
Poison Wind Steel Fist f+MK > MP > f+MK M 40 20 2 34 -2 -14 - 2 1 0 On hit: -11 on crouching opponent
Poison Wind Silver Fist f+MK > MP > K - - - - 49 -30 -43 - - - - Invulnerability frames 1-31
Poison Wind Gold Fist f+MK > MP > K > P H 70 16 2 23 float -10 - 3 1 0 Crushes airborne attacks frames 1-17
Poison Breath LK hcb+LK H 50 16 17 11 +1 -11 - 3 3 0 Knockdown on airborne opponent
Poison Breath MK hcb+MK H 50 22 24 4 +2 -11 - 3 3 0 Knockdown on airborne opponent
Poison Breath HK hcb+HK H 50 26 24 4 crumple -11 - 3 3 0 Knockdown on airborne opponent
Poison Breath EX hcb+KK H 70 16 24 4 crumple -11 - 3 3 0 Knockdown on airborne opponent
Flea to Poison Breath LK hcb+LK (during Flea) H 50 15 24 15 0 -22 - 3 3 0 Knockdown on airborne opponent
Flea to Poison Breath MK hcb+MK (during Flea) H 50 20 24 15 +1 -22 - 3 3 0 Knockdown on airborne opponent
Flea to Poison Breath HK hcb+HK (during Flea) H 50 26 24 15 crumple -22 - 3 3 0 Knockdown on airborne opponent
Flea to Poison Breath EX hcb+KK (during Flea) H 70 15 24 15 crumple -22 - 4 3 0 Knockdown on airborne opponent
Gehosen LP f,d,df+LP H 80 7 6 26 float -10 - 3 3 0 Airborne frames 11-24, Crushes airborne attacks frames 1-10
Gehosen MP f,d,df+MP H 100 9 6 26 float -10 3 3 0 Airborne frames 13-26, Invulnerability frames 1-4
Gehosen HP f,d,df+HP H 110 9 6 26 float -10 3 3 0 Airborne frames 13-26
Gehosen EX f,d,df+PP H 70x2 6 6 27 float -9 - 3,3 3,3 0 Airborne frames 11-24, Invulnerability frames 1-6
Suicide LP hcb,f+LP M 250 24 5 98 crumple -74 - 1 1 - Deals 200 damage to himself, Whiffs on airborne opponent, Throw invulnerability frames 1-28
Suicide MP hcb,f+MP M 250 26 5 98 crumple -74 - 1 1 - Deals 200 damage to himself, Whiffs on airborne opponent, Breaks counter moves
Suicide HP hcb,f+HP M 250 28 5 98 crumple -74 - 1 1 - Deals 200 damage to himself, Whiffs on airborne opponent, Projectile invulnerability frames 1-32
Suicide EX hcb,f+EX M 150x2 22 5(36)5 107 crumple self-crumple - 3,3 0,3 0 Deals 250 damage to himself
Slap U Silly LP **LC qcf+LP (mash LP to extend) H 20x2~6 15 - 27/78 0 / self-crumple -8 / self-crumple - 3 0 0 Knockdown on airborne opponent
Slap U Silly MP **LC qcf+MP (mash MP to extend) H 20x3~7 15 - 27/98 0 / self-crumple -8 / self-crumple - 3 0 0 Knockdown on airborne opponent
Slap U Silly HP **LC qcf+HP (mash HP to extend) H 20x4~8 15 - 27/98 0 / self-crumple -8 / self-crumple - 3 0 0 Knockdown on airborne opponent
Slap U Silly EX **LC qcf+EX H 20x7 15 - 27 0 -8 - 3 0 0 Knockdown on airborne opponent, 1 point of armor during frames 1-14
Stone Fists LK **LC qcf+LK (mash LK to extend) L 20x2~6 15 - 27/98 -2 / self-crumple -10 / self-crumple - 3 0 0 Knockdown on airborne opponent
Stone Fists MK **LC qcf+MK (mash MK to extend) L 20x3~7 15 - 27/98 -2 / self-crumple -10 / self-crumple - 3 0 0 Knockdown on airborne opponent
Stone Fists HK **LC qcf+HK (mash HK to extend) L 20x4~8 15 - 27/98 -2 / self-crumple -10 / self-crumple - 3 0 0 Knockdown on airborne opponent
Stone Fists EX **LC qcf+EX L 20x7 15 - 27 -2 -10 - 3 0 0 Knockdown on airborne opponent, 1 point of armor during frames 1-14
Indian Stance Vacuum Dance **LC f,d,df or b,d,db+PPP or KKK - - - - 50 - - - - - - Invulnerability frames 1-29
Sword Poke Windmill hcb+P H 5,10x7,45 18 52 33 -2 -11 - 3 0 0 Chargeable: 51F for EX Version and 100F for Super Art, Knockdown on airborne opponent
Sword Poke Windmill EX hcb+PP H 5,190 6 52 33 hard knockdown -11 - 3 3 0 Chargeable: 51F for Super Art, Knockdown on airborne opponent
Sword Poke Whirlwind **LC hcb+PPP H 315 7 58 36 hard knockdown -11 - 3 0 - 63 frames cinematic freeze before attack begins, Invulnerability frames 1-8, Projectile invulnerability frames 9-64
Cross Art **LC qcf+MP+MK H 150+ 9 2 66 switch -46 - 3 - - 62 frames cinematic freeze before attack begins, Invulnerability frames 1-10, Airborne frames 1-37

Boost Chain Frame Data

Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel "Notes
"
Far MP H 56 9 3 24 -6 -10 - -
Far\Close HP H 84 16 2 32 -8 -14 - Forces standing, Knockdown on counter hit
Far\Close MK H 42 7 4 22 -2 -9 EX,SA,CA -
Far\Close HK H 63 16 3 37 float -20 - Throw invulnerability frames 1-15
Close MP H 42 5 3 17 +1 -3 EX,SA,CA -
Crouch MP L 42 10 4 20 -3 -7 EX,SA,CA -
Crouch HP H 84 11 5 25 -4 -10 - Forces standing, Float on counter hit
Crouch MK H 42 7 5 20 -3 -8 EX,SA,CA -
Crouch HK **LC L 63 12 2 36 hard knockdown -18 EX,SA,CA -

Move Analysis

Normal Moves

N/A


Unique Attacks

N/A


Normal Throws

N/A


Special Moves

N/A


Super Combos

N/A


The Basics

N/A


Advanced Strategy

N/A


Combos

Bread and Butters

  • st.MK xx dp+HP, st.LK, st.LK, st.MK xx dp+HP (306)

(0bar, easy)


Hit Confirm Combos

  • f+HK>f+HK>f+HK, st.MK xx dp+HP (238)

(0bar, easy)


Post-launch Combos

  • cl.MP, cr.LP, st.MK xx dp+HP

(0bar, easy)

  • cl.MP xx CADC, cl.MP, st.MK xx dp+HP

(0bar, medium)


Advanced Combos

  • f+MK, st.MK xx dp+HP, st.LK, st.LK, st.MK xx dp+HP (311)

(0bar, overhead, counterhit, easy)

  • dp+MP, st.LK, st.LK, st.MK xx dp+HP (262)

(0bar, invincible, easy)

  • dp+LP, st.LK, st.LK, st.MK xx dp+HP (242)

(0bar, anti-air, easy)


Combos Into Supers

  • N/A

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