Tekken 5 movelist

Tekken 5 movelist
Tenshimitsu 2005-05-06 18:20 5

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.

UNBLOCKABLE ARTS
Command Name Damage Range Properties
b,b+1 Sword Impale 90 *!*  
 = ~N+1  = Sword Spin 30 !  
 = ~1+2  = Ochimusha Hunter 15 !  
b,b+1+2 Decapitator 50 !, <!>  
D/B+1+2 Death Pose -- --  
 = 3 or 4  = Detoxication 23 m  
 = 1 or 2  = Bad Breath 25 <!>  
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 {!}  
 = 1+2 Dragonfly --    
d+1+2 Cyclone Lift 12 ! #3
1+4 Sword Flash (!) 30 #4
1+2+3+4 Ki Charge -- -- --
= b,f,u,d+1+4 Poison Sword Spin (!) 1 CF
= b,f,u,d+3+4 Poison Knee Taunt !,! 25,1 CF JG #6
#1 Yoshimitsu receives equal damage.
#2 Damage increases with each extra hop to 23,27,43,30,107. After the 6th hop it damage will be 15 again.
#3 Only juggles in close range on a standing opponent.
#4 Counters all incoming attack if in proper range.
#5 The longer Yoshimitsu is in the air the more damage the attack will do.
#6 Works only against Bryan.

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!

Comments

  1. Avatar

    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

    I think itst true, he can multiply into 2 and 4 butr dont remember how.. anyone knows how??

    thx [[]]

    2008-07-22 11:24
  2. Any juggle/ arial combos?... :( Going to be a must-have in tekken 6.

    2008-05-24 22:03
  3. spirital division yey

    2007-08-05 09:22
  4. correction:

    Dive bomb is called solar kick and jail gate is called prison gate (not that there's much differnece.

    2006-10-21 19:14
  5. yme

    1+2+3+4 Added Ki Charge - -
    = ~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.

    2005-05-12 02:01

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