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YOT ver. 3.00:
since 01.06.2003
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Tekken Frame Data... it's a school of higher level of play. :) Each move in any game is executed during a certain number of animation frames [ like slider show: changing pictures in quick motion gives you the illusion of a movement. It's a very old system, but still used. :) A frequency number of a monitor or TV means just about how fast one image is changed to another during one second. Or: how many images can fit in one second. :)) ]. One frame is a 1/60th of a second. It means that a standard game animation should be viewed in 60 Hz quality. :) [ in Soul Calibur 2 it's not always the case :-P ]. So... If Yoshi's 1 jab has 8 frames, it means that it takes him 8/60th a second to punch his opponent [ it's 1/7th a second and a little after a comma... damn fast! o_O I wish I could punch like him, heh heh :) ]. Heh heh... so I think that now you are very encouraged to study Yoshi's frame data? ^_^
It's in fact extremely useful and I suggest you learn other characters to be able to spot any disadvantages... and remember: Yoshi rocks! :-P

Tekken Tag Tournament:
Basic Standing Arts ; Basic Jumping Arts ; Grappling Arts ; Special Arts ; Unblockable Arts
Tekken 4:
Basic Standing Arts ; Grappling Arts ; Special Arts ; Indian Sit Arts ; Meditation Arts ; Flea Arts ; Unblockable Arts ; String Hit Arts
 
Shortcuts explanation:

Input Column
Indicates how you execute the listed move.

Range Column & Dmg [ Damage ] Column
Excuse me, I really cannot explain this...^_^ [ *joking!* ]

F Hit Column
Indicates how many frames it takes for a move to hit after you have finished the command.  This does NOT included the number of frames it takes to input the command.

B Adv Column
The number of frame advantage or disadvantage when the move is blocked. Meaning the amount of frames it takes before you can input a new command. Positive numbers are advantages over your opponent, negative numbers indicate a disadvantage and KD indicates the opponent gets knocked down.

H Adv Column
The number of frame advantage or disadvantage on a hit. Keep in mind a hit does not necessarily results in an advantage over the opponent. Frame advantage on stagger moves reflects the amount of stagger frames, this does not equal the number of frames your opponent cannot block attacks.

CH [ or C or Ch ] Adv Column
The number of frame advantage or disadvantage on a Counter-Hit. Keep in mind a Counter-Hit does not necessarily results in an advantage over the opponent.

Hc Adv Column
The number of frame advantage or disadvantage after hiting a crouching opponent.


TEKKEN TAG TOURNAMENT

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BASIC STANDING ARTS
Input Range Dmg F Hit B Adv H Adv C Adv   Input Range Dmg F Hit B Adv H Adv C Adv
1 h 5 8 +2 +7 +7   2 h 12 10 0 +6 +6
3 h 30 16 -8 KD KD   4 h 20 14 -14 -3 -3
F,1 h 6 10 +3 +7 +7   F,2 m 12 17 -13 +17 +17
F,3 h 33 16 -10 KD KD   F,4 h 20 14 -14 -5 KD
d+1 Sm 5 8 -2 +9 +9   d+2 Sm 10 10 -2 +9 +9
d+3 l 12 16 -17 -3 -3   d+4 l 7 12 -8 +3 +3
FC+1 Sm 3 8 -2 +9 +9   FC+2 Sm 8 10 -2 +9 +9
FC+3 l 12 16 -16 -3 -3   FC+4 l 10 12 -6 +3 +3
WS+1 m 12 12 -2 +9 +9   WS+2 m 15 15 -7 +25 KD
WS+3 m 28 16 -16 KD KD   WS+4 m 20 11 -6 +5 +5
d/f+1 m 15 14 -10 +5 +1   d/f+2 m 13 16 -1 KD KD
d/f+3 m 17 16 -9 +2 +2   d/f+4 m 19 12 -7 +4 +4
 
BASIC JUMPING ARTS
Input Range Dmg F Hit B Adv H Adv C Adv   Input Range Dmg F Hit B Adv H Adv C Adv
Jump Attacks
u/b+1 m 12 18 -8 KD KD   u/b+2 m 18 43 -23 -12 -12
u+1 m 12 18 -8 KD KD   u+2 m 18 43 -23 -12 -12
u/f+1 m 12 18 -8 KD KD   u/f+2 m 18 43 -23 -12 -12
u/b+3 m 25 23 -29 KD KD   u/b+4 m 25 20 -19 KD KD
u+3 m 25 23 -29 KD KD   u+4 m 25 20 -15 KD KD
u/f+3 m 25 23 -29 KD KD   u/f+4 m 25 20 -15 KD KD
Hop Attacks (kick or punch input at the apex)
u/f,N+1 m 12 20 -5 KD KD   u/f,N+2 m 18 39 -15 -4 -4
u/f,N+3 m 25 31 -29 KD KD   u/f,N+4 m 25 24 -14 KD KD
u/f,N,d+3 l 20 43 -24 KD KD                
Hop Attacks (kick or punch input on the way down)
u/f,N,1 m 15 27 -3 KD KD   u/f,N,2 m 18 39 -15 -4 -4
u/f,N,3 m 25 37 -24 KD KD   u/f,N,4 m 25 30 -9 KD KD
Hop Attacks (kick or punch input right before touching the ground)
u/f,N,1 m 18 32 -6 KD KD   u/f,N,2 m 18 39 -15 -4 -4
u/f,N,3 m 25 43 -24 KD KD   u/f,N,4 m 25 36 -9 KD KD
Leap Attacks (kick or punch input at the apex)
U/F,1 m 15 26 -9 +2 KD   U/F,2 m 18 42 -23 -12 -12
U/F,3 m 25 30 -19 -9 KD   U/F,4 m 25 23 -8 +3 KD
Leap Attacks (kick or punch input on the way down)
U/F,N,1 m 18 32 -9 +2 KD   U/F,N,2 m 18 42 -23 -12 -12
U/F,N,3 m 25 37 -19 KD KD   U/F,N,4 m 25 32 -8 +3 KD
Leap Attacks (kick or punch input right before touching the ground)
U/F,N,1 m 18 38 -9 +2 KD   U/F,N,2 m 18 42 -23 -12 -12
U/F,N,3 L 15 46 -19 +6 +6   U/F,N,4 m 25 40 -10 +1 KD
 
GRAPPLING ARTS
Command F Hit B Adv H Adv Ch Adv
1+3 12 x x x
2+4 12 x x x
qcb+1+2 11 x x x
 
SPECIAL ARTS
Command F Hit B Adv H Adv Ch Adv
1,2,1 8 x x +2 -13 -12 +7 -2 -1 +7 -2 -1
b+1,1,1,1,1,1 17 x x x x x +1 +6 +6 +6 +6 +12 +7 +7 +7 +7 +12 +7 +7 +7 +7
 = 3+4 x -6 +5 +5
SS+1 17 -12 +28 KD
d/f+1,2 14 x -10 -9 +5 +21 +1 +21
 = D/B+2,2,2,2,2,2 x x x x x x -6 -8 -8 -8 -8 +5 +3 +3 +3 +3 +5 +3 +3 +3 +3
d/f+1<1<1<1 14 x x x -10 -6 -5 +2 +5 +5 +6 +4 +1 +5 +6 +4
WS+1+2 10 -3 +8 +8
f,f+1+2 22 -8 +3 +3
 = (1+4_2+3) 38 x x x
 = F+(1+4_2+3) 38 x x x
D/B+2,2,2,2,2,2 14 x x x x x -6 -8 -8 -8 -8 x +5 +3 +3 +3 +3 +5 +3 +3 +3 +3
2,3 10 x 0 -12 +6 KD +6 KD
2,d+3 10 x 0 -15 +6 -1 +6 -1
SS+2 18 -9 KD KD
f+2 17 -13 +17 +17
 = D/B+2,2,2,2,2,2 x x x x x x -6 -8 -8 -8 -8 x +5 +3 +3 +3 +3 +5 +3 +3 +3 +3
f,f+2 15 -10 +1 KD
FC,d/f+3 16 -16 KD KD
D/B+3,3,3,3,3 26 x x x x -24 -23 -23 -23 -13 -11 -12* -10 -13 -11 -12* -10
 = f+4 x -4 KD KD
3,4 16 x -8 -14 KD KD KD KD
3,d/f+3+4 16 x -8 -16 KD KD KD KD
f,f+3+4 22 -20 -9 -9
 = 1+2 x -27 KD KD
   = 3+4 x -17 KD KD
d+3+4 x x x x
 = 4 65 -16 KD KD
 = 2,D/B+2,2,2,2 33 x x x x -8 -9 -9 -9 x +2 +2 +3 +3 x +2 +2 +3 +3 x
SS+3+4 x x x x
 = (1+4_2+3) 38 x x x
 = F+(1+4_2+3) 38 x x x
u/f+3+4 31 -16 KD KD
 = 3+4 x -16 KD KD
 = b+1 x -5 KD KD
   = 3+4 x -26 KD KD
   = 4 x -9 KD KD
   = d/b+1 x x -5 -5
KND - 3+4 x x x x
 = 4 65 -16 KD KD
 = 2,D/B+2,2,2,2 33 x x x x -8 -9 -9 -9 x +2 +2 +3 +3 x +2 +2 +3 +3 x
SS+4 16 -11 0 KD
f,f+4 7 -17 KD KD
4,4,4 14 x x -14 -5 -8 -3 -3 -3 -3 -3 -4
4~3 36 -16 KD KD
(u/f_u_u/b)+4 20 -15 KD KD
d/b+1+2 22 -19 -19 -19
 
UNBLOCKABLE ARTS
Command F Hit B Adv H Adv Ch Adv
b,b+1 80 x KD KD
b,b+1~N+1 22 x KD KD
(1+2_u+1+2_SS+1+2) 20 x KD KD
 = (u/b_u_u/f) 30 x KD KD
 = (f,f_b,b) 20 x KD KD
 = 1+2 18 -8 +22 KD
 = 3+4 37 -17 KD KD
B+1+2 x x x x
 = any 21 x KD KD
qcf+1 28 x x x x x x x x x x x
f,f+3,1 17 x -10 x +1 -10 +1 -10
FC,b+1 25 x KD KD
d+1+4 29 x KD KD
 = B+1,1,1,1,1 x x x x x x x x x x KD KD KD ... KD KD KD...
f,F+1+4 45 x KD KD
 = f,f x x KD KD
d/b+1 24 x -5 -5
u/f+1+2 113 x +10 +10
 = d 55 x +4 +4
 = B 93 x +2 +2
b+1+4 4 x KD KD
d+1+2 28 x -7 KD


TEKKEN 4

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GRAPPLING ARTS
Command F Hit Advantage After Escape
(2+4_F+2+4) 12 0
qcb+1+2 11 -6
qcf+2 15 0
qcb,F+2 15 0
 
BASIC STANDING ARTS
Input Range Dmg F Hit B H Hc CH   Input Range Dmg F Hit B H Hc CH
1 h 5 8 +2 +7 x +7   2 h 12 10 0 +6 x +6
3 h 25 16 -5 KD x KD   4 h 14 12 -14 -3 x -3
f+1 h 6 10 +3 +7 x +7   f+2 h 12 17 -13 +17 x +17
f+3 h 28 16 -7 KD x KD   f+4 h 20 14 -14 -5 x KD
d/b+1 Sm 5 8 -2 +7 +7 +7   d/b+2 Sm 10 14 -6 +5 +5 +5
d/b+3 l 12 16 -17 -3 -3 -3   d/b+4 l 7 12 -11 0 0 0
FC+1 Sm 3 8 -2 +7 +7 +7   FC+2 Sm 8 10 -2 +7 +7 +7
FC+3 l 12 16 -17 -3 -3 -3   FC+4 l 10 12 -11 0 0 0
WS+1 m 12 12 -2 +9 +9 +9   WS+2 m 15 15 -7 +4 +4 KD
WS+3 h 28 16 -6 KD x KD   WS+4 m 14 11 -6 +5 +5 +5
d/f+1 m 15 14 -10 +1 +1 +1   d/f+2 m 13 16 -4 KD +10 KD
d/f+3 m 20 17 -10 +1 +1 +1   d/f+4 m 19 12 -7 +4 +4 +4


SPECIAL ARTS
Command F Hit B Adv H Adv Hc Adv CH Adv
b+1,1,1,1,1,1 10 +1 +6(x4) x +12 +7(x4) x x x x x x x +12 +17(x4) x
SS+1 17 -12 +2 +2 KD
d/f+1,2 14 -10 -19 +1 +21 +1 x +1 +21
 = D/B+2,2,2   -6 -7 x +5 +2 x +5 +2 x +5 +2 x
d/f+1,1,1,1 14 -10 -6 -5 +2 +1 +5 +6 +4 +1 x x +5 +1 +5 +6 +4
WS+1+2 11 -3 +8 +8 +8
f,f+1+2 22 -8 +3 +3 +3
D/B+2,2,2,2,2,2 14 -6 -8(x4) x +5 +3(x4) x +5 +3(x4) x +5 +3(x4) x
2,3 10 0 -7 +6 KD x x +6 KD
2,d+3 10 0 -15 +6 -1 x -1 +6 -1
SS+2 18 -9 KD KD KD
f+2 17 -13 +17 x +17
 = D/B+2,2,2   -6 -8 x +5 +3 x +5 +3 x +5 +3 x
f,f+2 15 -10 +1 +1 KD
FC,d/f+3 18 -16 KD KD KD
D/B+3,3,3,3,3,3 26 -24 -23(x4) x -13 -12(x4) x -13 -12(x4) x -13 -12(x4) x
 = f+4   -4 KD KD KD
3,3 16 -5 -20 KD KD x KD KD KD
3,4 16 -5 -14 KD KD x KD KD KD
3,d/f+3+4 16 -5 -16 KD KD x KD KD KD
u/f+3 14 -14 KD KD KD
f,f+3+4,1+2,3+4 22 -20 -27 -17 -9 KD KD -9 KD KD -9 KD KD
u/f+3+4 31 -16 KD KD KD
 = 3+4   -16 KD KD KD
 = b+1   -50 -39 -39 -39
   = 3+4   -26 -15 -13 -15
   = 4   -9 KD KD KD
   = d/b+1   -8 -8 -8 -8
SS+4 16 -11 0 x KD
f,f+4 7 -17 KD KD KD
4,4,4 12 -14 -5 -8 -3 -3 -4 x x x -3 -3 -4
4~3 36 -16 KD KD KD
(u/f_u_u/b)+4 20 -15 KD KD KD
1+2+3 22 -19 -19 -19 -19
b,b,u/b 37 0 KD KD KD
 
INDIAN SIT ARTS
Command F Hit B Adv H Adv Hc Adv CH Adv
1 53 0 0 0 0
3,3+4 38 -27 -17 KD KD KD KD KD KD
4 65 -16 KD KD KD
2,D/B+2,2,2,2 39 -9 -9 -8 -8 x +2 +2 +3 +3 x +2 +2 +3 +3 x +2 +2 +3 +3 x
 
MEDITATION ARTS
Command F Hit B Adv H Adv Hc Adv CH Adv
1+2 30 KD KD KD KD
2 15 -7 +14 x +14
3+4 33 -7 KD KD KD
1+4 29 KD KD KD KD
 = B+1,1,1,1,1   KD KD KD ... KD KD KD ... KD KD KD ... KD KD KD ...
 
FLEA ARTS
Command F Hit B Adv H Adv Hc Adv CH Adv
(1+2_u+1+2) 20 KD KD KD KD
 = (u/b_u_u/f) 30 KD KD KD KD
 = (f,f_b,b) 3 KD KD KD KD
 = 1+2 18 -8 +6 x KD
 = 3+4 37 -17 KD KD KD
 
UNBLOCKABLE ARTS
Command F Hit B Adv H Adv Hc Adv CH Adv
b,b+1 80 KD KD KD KD
 = ~N+1 20 KD KD KD KD
 = ~1+2 35 -12 -12 x -12
D/B+1+2 x x x x x
 = any 22 KD KD x KD
qcf+1 38/58 x x 0 x x 0 x x 0 x x 0
d/f+3,1 17 -10 -10 +1 -10 +1 -10 +1 -10
(FC,b+1_D/F,1) 25 KD KD KD KD
d+1+4 29 KD KD KD KD
 = B+1,1,1,1,1   KD KD KD ... KD KD KD ... KD KD KD ... KD KD KD ...
f,F+1+4 45 KD KD KD KD
 = f,f   KD KD KD KD
d+1 24 -5 -5 -5 -5
 = ~N,D/B x x x x x
   = N 53 -8 -8 -8 -8
   = N 88 -8 -8 -8 -8
   = N 123 KD KD KD KD
   = N 158 KD KD KD KD
   = N 193 KD KD KD KD
   = N 228 KD KD KD KD
u/f+1+2 113 +10 +10 +10 +10
 = d 55 +4 +4 +4 +4
 = d 83 +4 +4 +4 +4
 = B 93 -8 -8 +2 +2
d+1+2 28 KD KD -7 KD
1+4 5 -9 -9 -9 -9
 
STRING HIT ARTS
Command 1 2 1 4 4 4 1 1 1 1
B Adv +2 -13 -12 -25 -25 -26 -12 -4 -23 KD
H Adv +7 -2 -1 -14 -14 -14 -1 -4 -23 KD
Hc Adv x -2 -1 x x -15 -1 -4 -23 KD
CH Adv +7 -2 -1 -14 KD -14 -2 -4 -23 KD
Command 1 2 1 4 2 2 2 4 1 1
B Adv +2 -13 -12 -25 -6 -9 -7 -19 -15 KD
H Adv +7 -2 -1 -14 +5 +2 +4 -8 -15 KD
Hc Adv x -2 -1 x +4 +2 +4 -8 -15 KD
CH Adv +7 -2 -1 -14 +5 +2 +4 -8 -15 KD
Command 4 4 2 2 4 4 1 1 1 1
B Adv -5 -5 -10 -12 -25 -26 -12 -4 -23 KD
H Adv -3 -3 +1 +1 -14 -14 -1 -4 -23 KD
Hc Adv x x +1 x x -15 -1 -4 -23 KD
CH Adv -3 -3 +1 0 KD -14 -2 -4 -23 KD
Command 1 2 1 4 4 4 1 3+4    
B Adv +2 -13 -12 -25 -25 -26 -12 -19    
H Adv +7 -2 -1 -14 -14 -14 -1 -8    
Hc Adv x -2 -1 x x -15 -1 -8    
CH Adv +7 -2 -1 -14 KD -14 -2 -8    
Command 4 4 2 2 4 4 1 3+4    
B Adv -5 -5 -10 -12 -25 -26 -12 -19    
H Adv -3 -3 +1 +1 -14 -14 -1 -8    
Hc Adv x x +1 x x -15 -1 -8    
CH Adv -3 -3 +1 0 KD -14 -2 -8    
Command 4 4 2 2 1 ~1        
B Adv -5 -5 -10 -12 KD KD        
H Adv -3 -3 +1 +1 KD KD        
Hc Adv x x +1 x KD KD        
CH Adv -3 -3 +1 0 KD KD        
Indeed! It's the end of this page... but I assure you that if you are strong-willed, you can scroll this page down even further. :-) LOL Yoshimitsu, Tekken and Soul Calibur are trademarks of Namco Limited. Copyright © 1994 - 2003, Namco Ltd.
All Rights Reserved. YOT has no affiliation with Namco. No copyright infrindgement intented.
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