TEKKEN 5 MOVE LIST
GRAPPLING ARTS | |||||
Command | Place | Name | Damage | Escape | Properties |
2+4 | front | Sword Face Smash | 35 | 2 | |
1+3 | front | Devious Plot | 35 | 1 | |
qcb+1+2 | front | Rainbow Drop | 47 | 1+2 | |
qcf+2 | front | Soul Siphon | 22 | 1+2 | #1 #3 |
qcb,F+2 | front | Possession | -16 | -- | #2 |
(1+3_2+4) | left | Wheels of Hell | 15,25 | 1 | |
(1+3_2+4) | right | Bulldog | 40 | 2 | |
(1+3_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+2,2,2,2,2,2 | = Manji Spin Slaps | 10,10,8,8,8,6 | 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/B+2,2,2,2,2,2 | BT Manji Spin Slaps | 10,10,8,8,8,6 | mmmmm | #1 RC |
= qcf+1 | BT Moonsault Slayer | 30,15,28 | !!{!} | |
= d+3+4 | Indian Sit Backwards | -- | -- | |
= ~D | = Yoga | -- | -- | |
= (f_b) | = Teleport away | -- | -- | |
= N | = Healing | -- | -- | |
= 4 | = BT Kangaroo Kick | 30 | m | JG |
= 2,D/B+2,2,2,2 | = BT Manji Spin Slaps | 10,12,12,14,15 | mmmmm | #1 |
= and other moves... | = ... | -- | -- | |
= u/b+1+2 | Deathcopter Backwards | 40 | {!} | |
= d | = Deathcopter Slash | 25 | {!} | |
= F | = Deathcopter Trick | 35 | {!} | |
= (u+2+3) | = BT Sword Impale | 90 | h | |
= ~1 | = BT Sword Spin | 30 | h | |
= (1+4_2+3) | = Soul Siphon | 22 | throw | #3 |
= F+(1+4_2+3) | = Possession | -15 | throw | #3 |
D/B+2,2,2,2,2,2 | Manji Spin Slaps | 10,10,8,8,8,6 | mmmmm | RC #1 |
2,1 | Right left | 12,8 | hh | |
2,2 | Double right jab | 12,10 | hh | |
2<3 | Flash Attack | 12,21 | hh | CFSc |
2,d+3 | Low Flash Attack | 12,8 | hL | RC, NC |
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 |
f+1+2 | Jail Gate | 27 | m | RC, KD |
b+1+2 | Ghost Piercing | 25 | ||
f+3+4 | Kamikaze | 30 | m | KD |
= b | Kamikaze feint | -- | -- | |
= on hit, 3+4 | Kamikaze sit | +15 | -- | |
WS+2 | Exorcism Fist | 22 | m | BT |
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 |
u+3+4 | Guillotine Crow Kick | 10,12 | M,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 | = Dragonfly | -- | -- | |
= 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 | |
(f+)4,4,4 | Triple Roundhouse | (20)14,20,21 | 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... | Evasive Side Spin | -8,-8,-8,-8,-8,-8 | -- | |
b,b,u/b | Wall Jump | 25 | 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 23,27,43,30,107. 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 | 30 | 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 | -- | -- | ||
b+3 | Troubled Soul | 22 | m | #4 | |
b+1 | High Jab | 10 | h | ||
f~d/f+1 | Low Jab | 5 | l | #5, #7 | |
f+2 | Backfist | 12 | h | OB | |
b+4 | High Kick | 20 | h | ||
f~u/f+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 | 22 | 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 Can be low parried... #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! |
DRAGONFLY ARTS | |||||
= Moves starting from Dragonfly only - (u+1+2)= | |||||
Command | Name | Damage | Range | Properties | |
1 | DGF Slash | 15 | {!} | ||
2 | DGF Uppercut | 15 | h | #1 | |
3 | DGF Sweep | 22 | L | ||
4 | DGF Twister | 25 | m | ||
d | DGF cancel | -- | -- | ||
D | DGF Sidestep | -- | -- | ||
F_B | DGF move | -- | -- | #1 | |
#1 Yoshimitsu remains in DGF after this move. |
FLEA ARTS | |||||
= Moves starting from Flea only - (1+2)= | |||||
Command | Name | Damage | Range | Properties | |
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 | |
= f+1+2 | = Manji Roll | -- | |||
= f+3+4 | = Diving Cranium | 30 | L | ||
= u+1+2 | = Dragonfly | -- | |||
b | End Flea Stance | -- | -- | ||
#1 Yoshimitsu remains in Flea after this
move. #2 Damage of 1st, 2nd or 3rd Running Flea. |
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 | ||
4,4,2,2,1 | 5 | 20,20,5,6,30 | h"h"mh*!* | ||
4,4,2,2,1~1 | 5 | 20,20,5,6,30 | h"h"mh! |
fobos
hi, probably i wont be asnwerded but thts ok...i want to know if thats true that..in tekken 3 yoshimitsu can mutiply, divide what else
2008-07-22 11:24I think itst true, he can multiply into 2 and 4 butr dont remember how.. anyone knows how??
thx [[]]
Undead_Nemesis
Any juggle/ arial combos?...
Going to be a must-have in tekken 6.
2008-05-24 22:03kenjinitsu
spirital division yey
2007-08-05 09:22clar380
correction:
2006-10-21 19:14Dive bomb is called solar kick and jail gate is called prison gate (not that there's much differnece.
yme
1+2+3+4 Added Ki Charge - -
2005-05-12 02:01= ~b,f,u,d+1+4 Added = Poison Sword Spin 1 ! CF
= ~b,f,u,d+3+4 Added = Poison Knee Taunt 25,1 m #6 CS JG
#6 This move only works against Bryan.