Yoshimitsu overview & gameplay guide
Character specification
Character Trivia
Yoshimitsu is an inheritor of the Manji Ninjutsu and current head of the Manji Clan, a group of chivalrous thieves active since the Sengoku period. Six months ago, Yoshimitsu accepted a request from an investor of the refugee relief project. The task was to find archives that contained information on the past doings of the Mishima Zaibatsu. After analyzing information that his clan members had gathered, Yoshimitsu is led to an old, underground cave. Legend has it that the Mishimas once used it for exorcisms. He scans the area using the technology built into his reinforced armor and continues down a dilapidated path. In the recesses of the cave, Yoshimitsu discovers the archives he has been looking for.
Evasiveness
Combo Damage
Mobility
Wall Carry
Throw game
Difficulty
ADVANCED
Fighting Style
Manji Ninja Arts
Appearance
Yoshimitsu Gameplay Trailer
Check complete movelist for Yoshimitsu
Unsure about your combo ? Or need to learn specific moves ? Here's the full command list for
Yoshimitsu
193 moves listed
Main Stances
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116Kincho, etc.Shift to Kincho, to move forward, to shift to crouching state, has strong reversal effect
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129Meditation, etc.Oror back facing opponent, shift to Meditation, regain recoverable health,orto shift to back throw,to face backward
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132Flea, etc.Shift to Flea, to cancel, cannot use during Mutou no Kiwami
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147Indian Stance, etc.Shift to Indian Stance
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158Mutou no Kiwami, etc.Shift to Mutou no Kiwami, some normal moves become unique moves during Mutou no Kiwami
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173Manji Dragonfly, etc.Shift to Manji Dragonfly, cannot use during Mutou no Kiwami
Move Sheet
Pros & Cons
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
How to play Yoshimitsu ?
Latest combos
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11 hits | 76 damages1457
While StandingDashMutou No KiwamiDash
WS,2,1,D ► 1+4 ► D,2,2,B ► D/F,1,2,1 ► Dash ► Mutou No Kiwami,1+4 ► Dash ► D,2,2
v1.10 11 hits 76 damages
Sticky NoteOther ender possible after NSS 1+4 : Dash, 3,2,1+2, pretty much the same Damage wise (81)
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11 hits | 76 damages1456
While StandingManji DragonflySide Step RDashMutou No KiwamiDash
WS,2,1 ► Manji Dragonfly,2,D ► D,2,2,B ► D/F,1,2,1 ► SSR,Dash ► Mutou No Kiwami,1+4 ► Dash ► D,2,2
v1.10 11 hits 76 damages
Sticky NoteThe SSR part is for consistency and max damage but not necessary. Other route is : WS,2,1 ? Manji Dragonfly,D ? 1+4? D,2,2,B ? D/F,1,2,1 ? SSR, Dash ? 1+4 ? Dash,D,2,2
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11 hits | 76 damages Counter Hit1455
Side Step RMutou No KiwamiDashMutou No Kiwami
SSR,1 ► D,2,2,B ► 1 ► f,Mutou No Kiwami,3+4 ► D,2,2,2 ► Dash ► Mutou No Kiwami,1+4 ► D,2,2
v1.10 11 hits 76 damages Counter Hit
Sticky NoteBefore the Flash you might want to SSR to be more consistent. On the last D2,2,2 The third one will never connect so don't bother trying.