TEKKEN 4 MOVE LIST

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GRAPPLING ARTS
Command Place Name Damage Escape Properties
2+4 front Sword Face Smash 30 2  
F+2+4 front Devious Plot 30 2  
qcb+1+2 front Rainbow Drop 39 1+2  
qcf+2 front Soul Siphon 22 1+2 #1 #3
qcb,F+2 front Possession -35 -- #2
(u_d_b_f)+1+3 any Position Change -- 1  
(F+2+4_2+4) left Wheels of Hell 15,25 1  
(F+2+4_2+4) right Bulldog 40 2  
(F+2+4_2+4) back Tornado Drop 70 --  
#1 Yoshimistu regains 16 damage points.
#2 Opponent regains 26 damage points.
#3 The throw is not physicly espaped but Yoshimitsu will lose 16 points of damage, the opponent gains 22 points.

SPECIAL ARTS
Command Name Damage Range Properties
1,2,1 Jab - Double Uppercut 5,8,6 hmm  
b+1,1,1,1,1,1 Stone Fists 10,10,10,10,10,10 hhhhhh #1
 = 3+4  = Evasive Side Spin -8 -- #2
SS+1 Inner Palm 21 m GB JGc
d/f+1,2 Hilt Strike - Backfist 15,12 mh OB
 = D/B+2,2,2  = Manji Spin Slaps 10,10,12 mmm #1 RC
d/f+1<1<1<1 Door Knocker 15,12,12,24 mhhm GC
WS+1+2 Quick Upper 12 m  
f,f+1+2 Dive Bomb 22 m BT
 = D/F+2,2,2,2,2,2 Reversed Manji Spin Slaps 10,10,12,12,14,15 mmmmm #1 RC
 = qcf+1 Reversed Moonsault Slayer 30,15,28 !!{!}  
 = d+3+4 Indian Sit Backwards -- --  
    = ~D     = Yoga -- --  
    = (f_b)     = Teleport away -- --  
    = N     = Healing -- --  
    = 4     = Reversed Kangaroo Kick 30 m JG
    = 2,D/B+2,2,2,2     = Reversed Manji Spin Slaps 10,12,12,14,15 mmmmm #1
    = and other Stance moves...     = ...all of them are reversed -- --  
 = u/f+1+2 Deathcopter Backwards 40 {!}  
    = d     = Deathcopter Slash 25 {!}  
    = B     = Deathcopter Trick 35 {!}  
 = (u+1+4_2+3)  = Reversed Sword Impale 35 h  
    = ~1     = Reversed Sword Spin 35 h  
 = (1+4_2+3)  = Soul Siphon 35 throw #3
 = F+(1+4_2+3)  = Possession -35 throw #3
D/B+2,2,2,2,2,2 Manji Spin Slaps 10,10,12,12,14,15 mmmmm RC #1
2<3 Flash Attack 12,21 hh CFSc
2,d+3 Low Flash Attack 12,8 hL RC
SS+2 Shrine Lift 20 m JG
f+2 Backfist 12 h OB
 = D/B+2,2,2 Manji Spin Slaps 10,10,12 mmm RC #1
f,f+2 [ delayed: f,f, n,f+2 ] Ninja Blade Smash 18 m  
f,f+2 [ delayed: f,f, n,f+2 ] Ninja Blade Slice 18 m CH
 = d+3+4  = Sit Down -- -- #4
d/f+2 Step in Upper 13 m JG
FC,d/f+3 Lunging Sweep 12 L JG RC
D/B+3,3,3,3,3,3 Manji Spin Kicks 12,7,7,5,5,5 Llllll RC #1
 = f+4  = Manji Rising Kick 12 m #2
 = d+3+4  = Indian Sit -- -- #2 #5
3,3 Ballerina Combo 25,16 hl JG
 = d+3+4  = Indian Sit -- --  
3,4 Zig Zag 30,30 hm  
3,d/f+3+4 Zig Kangaroo Kick 30,30 mm JG
u/f+3 Samurai Knee 15 m JG
f,f+3+4 Shark Attack 30 m  
 = 1+2  = Dive Bomb 40 m  
   = 3+4    = Kangaroo Kick 30 m JG
u/f+3+4 Poison Wind 10 m  
 = 1+2  = Flea 20 !  
 = 3+4  = Kangaroo Kick 30 m JG
 = d+3+4  = Indian Sit -- --  
 = b+1  = Stone Fist 2 Sm  
   = 3+4    = Poison Wind 20 m  
   = 4    = Manji Flip 15 Sm  
   = d/b+1    = Sword Slice 15 {!}  
     = D/B  = Sword Delay -- --  
       = N    = Delayed Sword Slice 15 {!} #6
d/f+4 Side Kick 19 m  
SS+4 Whirlwind 21 h CSc
 = ~3+4  = Meditation -- -- #8
f,f+4 [ delayed: f,f, n,f+4 ] Fubuki 20 m  
4,4,4 Triple Roundhouse Combo 20,20,21 hhh OSB
4~3 Kangaroo Kick 30 m JG
(u/f_u_u/b)+4 Avoiding the Puddle 25 m  
(d_KND)+3+4 Indian Sit -- --  
f,f+1+4 Fake Suicide -- -- BT
1+2+3 Spirit Shield -- -- #7
(SS+3+4_3+4) Meditation -- -- #8
B+3+4,3+4,3+4,3+4,3+4,3+4 Evasive Side Spin -8,-8,-8,-8,-8,-8 --  
b,b,u/b Wall Jump 15 m  
#1 Last spin will cause Yoshimitsu to be dizzy and fall down.
#2 Can be done at any time except after the last spin.
#3 When Yoshimitsu gains energy the opponent loses energy, when Yoshimistu loses energy the opponent gains energy.
#4 This Sit Down does not allow Indian Sit moves. Yoshi gains energy for as long as he sits down.
#5 Indian Sit can be done after the 2nd, 3rd or 4th spin.
#6 Damage increases with each extra hop to 23,27,43,65,107. After the 6th hop it damage will be 15 again.
#7 Repels all attacks.
#8 Yoshimitsu gains energy.

INDIAN SIT ARTS
= Moves starting from Indian Sit only (d_KND)+3+4 =
Command Name Damage Range Properties
d+3+4 Indian Sit Starter -- --  
~D Yoga -- --  
 = 3+4, any direction  = Yoga Slide -- -- #2
   = release (3_4), (1_2)    = Yoga Taunt -- -- #5
(f_b) Vacuum Dance -- -- #3
N Healing -- -- #1
3+4 Yoga -- -- #2
 = any direction  = Yoga Slide -- --  
1 Indian Moonsault Slayer 15 !  
3 Dive Bomb 40 m  
 = 3+4  = Kangaroo Kick 30 m JG
4 Kangaroo Kick 30 m JG
2,D/B+2,2,2,2 Manji Spin Slaps 10,12,12,14,15 mmmmm RC #4
#1 Yoshimitsu gains energy.
#2 Hold down 3+4.
#3 Close range causes a behind the opponent teleport, 3 or more characters away Yoshimitsu will be BT in the same spot.
#4 Last spin will cause Yoshimitsu to be dizzy and fall down.
#5 During Yoga Slide release just one kick button and then push 1 or 2.

MEDITATION ARTS
= Moves starting from Meditation only - (3+4_SS+3+4)=
Command Name Damage Range Properties
(3+4_SS+3+4) Meditation Starter -- -- #3
1+2 Sword Hilt Healing 10 ! #3 CF
d/b+1 Sword Slice 10 {!}  
 = ~N,D/B  = Sword Delay -- --  
   = N    = Delayed Sword Slice 15 {!} #4
b+1 High Jab 10 h  
d/f+1...? not sure Low Jab 5 l #5, #7
2 Backfist 12 h OB
b+3_b+4 High Kick 20 h  
u/b+3_u/b+4 Hop Kick 20 m JG, #5
3+4 Manji Backflip 15 Sm JG
1+4 Harakiri 60 ! #1
 = B+1,1,1,1,1  = Manji Blood Dance 3,3,3,3,3 !!!!! #1
2+3 Soul Siphon 35 throw #2
qcb,F+2 Possession -35 throw #2
u, n_d, n Side Step -- -- #6
b,3+4 Full Back Spin - Meditation -- --  
b~3+4 Half Back Spin - Meditation -- --  
#1 Yoshimitsu receives equal damage.
#2 See Grappling Arts notes.
#3 Yoshimitsu gains energy.
#4 Damage increases with each extra hop to 23,27,43,65,107. After the 6th hop it damage will be 15 again.
#5 These moves are very difficult to do. Sometimes a CPU counts a direction command as a Side Step. You must hit a whole command exactly at the same time. Just Frame stuff?
#6 You cannot do any Side Step moves.
#7 I'm not sure about the notation, but low jab from Meditation IS possible!

FLEA ARTS
= Moves starting from Flea only - (1+2_u+1+2)=
Command Name Damage Range Properties
(1+2_u+1+2) Flea Starter 20 {!}  
 = d  = Ducking Flea -- -- #1
 = (3_4)  = Flea Side Step -- -- #1
 = (u/b_u_u/f)  = Jumping Flea 21 {!} #1
 = f,f  = Running Flea 8_12_15 {!} #2
    = 3+4  = Indian Sit -- -- stance
 = 1+2  = Skull Splitter 22 h GB JGc
 = d+3+4  = Indian Sit -- --  
 = 3+4  = Kangaroo Kick 30 m JG
b End Flea Stance -- --  
#1 Yoshimitsu remains in Flea after this move.
#2 Damage of 1st, 2nd or 3rd Running Flea.

UNBLOCKABLE ARTS
Command Name Damage Range Properties
b,b+1 Sword Impale 90 *!*  
 = ~N+1  = Sword Spin 30 !  
 = ~1+2  = Ochimusha Hunter 15 !  
D/B+1+2 Death Pose -- --  
 = any  = Bad Breath 35 <!>  
qcf+1 Moonsault Slayer 15,28,28 !!{!}  
d/f+3,1 Wood Cutter 20,18 m{!}  
(FC,b+1_D/F,1) Sweep Slice 20 *!*  
d+1+4 Harakiri 60 ! #1
 = B+1,1,1,1,1  = Manji Blood Dance 3,3,3,3,3 !!!!! #1
f,F+1+4 Suicide 100 ! #1
 = f,f  = Double Suicide 100 ! #1
d+1 Sword Slice 10 {!}  
 = ~N,D/B  = Sword Delay -- --  
   = N    = Delayed Sword Slice 15 {!} #2
u/f+1+2 Deathcopter 40 {!}  
 = d  = Deathcopter Slash 25_30 {!} #5
 = B  = Deathcopter Trick 35 {!}  
d+1+2 Cyclone Lift 12 ! #3
1+4 Sword Flash -- ! #4 GB
#1 Yoshimitsu receives equal damage.
#2 Damage increases with each extra hop to 23,27,43,65,107. After the 6th hop it damage will be 15 again.
#3 Only juggles in close range on a standing opponent.
#4 Yoshimitsu can steal certain moves and strings from the opponent using the Sword Flash.
Full Flash Learning Chart available ... HERE!!!
#5 The longer Yoshimitsu is in the air the more damage the attack will do.

STRING HIT ARTS
Command Hits Damage Range
1,2,1,4,4,4,1,1,1,1 10 5,8,6,9,9,5,5,8,8,30 hmm"h"h"Lm{!}{!}*!*
1,2,1,4,2,2,2,4,1,1 10 5,8,6,9,3,3,3,7,8,30 hmm"hmmm"m{!}*!*
4,4,2,2,4,4,1,1,1,1 10 20,20,5,6,9,5,5,8,8,30 h"h"mh"h"Lm{!}{!}*!*
1,2,1,4,4,4,1,3+4 8 5,8,6,9,9,5,5,25 hmm"h"h"Lm"m
4,4,2,2,4,4,1,3+4 8 20,20,5,6,9,5,5,25 h"h"mh"h"Lm"m
4,4,2,2,1520,20,5,6,30h"h"mh*!*
4,4,2,2,1~1 5 20,20,5,6,30 h"h"mh!

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