The Beginner's Guide to:
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Version 7 (Feb. 4, 1998) for Tekken 3
by Brian Fan (

* Introduction *

If you are new to Tekken 3, I suggest that you visit Slikatel's Tekken 3
Site ( and read his Gameplay Primer.
The Primer is an excellent beginner's guide. It should provide you with
a basic understanding of the game. This guide assumes that you have already
played a few games of Tekken 3 and know what things like counter-hits,
reversals, block-stun, and axis-shifting are. It is meant more as an
introduction to the character Yoshimitsu rather than a beginner's manual
to Tekken 3. 

The most up-to-date version of this FAQ is available at:
Alternatively, the text version is available at:

* Contents *

- Introduction
- Contents
- Conventions
- Complete Move List & Technical Move List
- Selected Moves & Notes
- Combos and Juggles
- Strategy
- Afterword & Credits
- Resources
- Revisions
- Miscellaneous

* Conventions *

Notations, as Yoshimitsu faces right:
    UB    U    UF         ub    u    uf             1   2
      o   o   o             o   o   o      Left Punch   Right Punch
       \  |  /               \  |  /                 0 0
  B  o--  N  --o  F     b  o--  N  --o  f
       /  |  \               /  |  \                 0 0
      o   o   o             o   o   o       Left Kick   Right Kick
    DB    D    DF         db    d    df             3   4

    Hold Direction        Tap Direction

SS = sidestep (d,N or u,N)
FC = full crouch
WS = while standing
, = do the motion/buttons one after another with about 1/3 second pause
~ = do the motion/buttons very quickly, one after another
+ = do the motion/buttons together
An indentation means that the previously listed move must be done first

Hit Ranges:
H = move hits high and ground level    h = move hits high
M = move hits mid and ground level     m = move hits mid
L = move hits low and ground level     l = move hits low
! = move is unblockable

Life+	Yoshimitsu gains life during the move
Life-	Yoshimitsu loses life during the move
Turn	The opponent is turned around after the move
Back	Yoshimitsu's back faces the opponent after the move
RC	This move recovers crouching
JG	This move initiates a juggle
Delay	Hits can be delayed
Stun	Opponent is stunned and falls over backwards
BStun	Produces temporary guard crush upon blocking
CStun	Produces a very long stun on counterhits, opponent falls forward
AStun	Turns opponent off axis upon blocking
PCH	The previous move must be a counterhit

* Complete Move List *

This list was compiled from moves verified from Catlord's Tekken 3 Movelist,
Surfbard's Tekken 3 FAQ, Ben Cureton's The Original Tekken 3 Moves List,
several of the sites listed under resources, and anything else I managed
to find. Frame rates, damage incurred, and other technical info was taken
mainly from Ben Cureton's Tekken 3 Manual Act. 1. I've also changed the
descriptions from previous versions so that they're more consistent with
some of the "official" and more common names out there. 

Grappling Techniques		Description
1+3				Jumping Body Slam
2+4				Sword Hilt to Face
d,db,B+1+2			Rainbow Drop
<left side>1+3 or 2+4		Wheels of Hell
<right side>1+3 or 2+4		Spiritual Division
<behind>1+3 or 2+4		Tornado Drop

Counter Techniques			Description
b+1+4					Sword Counter
d+1+3 or d+2+4 or FC+1+3 or FC+2+4	Low Parry
f+1+3					Left Reversal Break
f+2+4					Right Reversal Break
1+2+3+4					Powerup

Striking Techniques		Description
1				Punch
2,3				Punch, Roundhouse
2,d+3				Punch, Low Kick
d+1 or d+2 or FC+1 or FC+2	Low Jab
WS+1				Left Uppercut
WS+2 or df+2			Right Uppercut
df+1,1,1,1			Door Knocker
f+2				Backhand
DB+2,2,2,2,2,2			Stone backhands
df+1,2				Hilt Uppercut, Backhand
B+1,1,1,1,1,1			Spinning Hilt Strikes
DB+3,3,3,3,3 or 4		Spinning Low Kicks, Front Kick
f,f+2				Ninja Blade Rush
  d+3+4				  Meditate
uf+1 or u+1 or ub+1		Hopping Jab
uf+2 or u+2 or ub+2		Light Pounce
df+3				Left Side Kick
df+4				Right Side Kick
WS+3				Rising Roundhouse
WS+4				Toe Kick
d+3 or FC+3			Low Kick
d+4 or FC+4			Low Kick
f,f+3+4,1+2,3+4			Shark Attack Blow
f,f+4				Jumping Knee
FC,df+3				Lunging Sweep
3,4				Left Roundhouse, Lightning Kick
4,4,4				Triple Right Roundhouse
uf+3 or u+3 or ub+3		Jumping Roundhouse
UF,3 or U+3 or UB,3		Hop Sweep
uf+4 or u+4 or ub+4		Jumping Spin Kick
UF,4 or U+4 or UB+4		Jumping Toe Kick
UF,N+4 or U,N+4	or UB,N+4	Jumping Spinaround Kick
uf+3+4				Flipping Stomp
  B+1,[1],[1]			  Spinning Toe Strike
    4,DB			    Backflip,Delayed Slash
    3+4				    Second Flipping Stomp
4~3				Kangaroo Kick
b+3+4				Spin Away
d+3+4				Sit Down
  U				  Stand Up
  D				  Sit without rocking
  N				  Heal
  F or B			  Teleport
  2,2,2,2,2			  Fake Teleport, Stone Backhands
  4				  Fake Teleport, Kangaroo Kick
f,f+1+2				Forward Flip
  DB+2,2,2,2,2			  Backwards Stone Backhands
  d+3+4				  Sit Down
SS+3+4				Sword Debate Stance
  F				  Rejuvenation
  1+4 or 2+3			  Life Siphon
  F+1+4 or F+2+3)		  Reverse Life Siphon
f,F+1+4				Turning Suicide
  f,F				  Double Suicide
f,f+1+4,N			Fake Suicide
d+1+4				Standing Suicide
  B+1,1,1,1,1			  Suicide Spin
b,b+1				Sword Stab
b,b+1,N+1			Spinning Blade
  b,B				  Cancel Early
u+1+2				Pogo Stick
  D				  Step Down
  ub or u or uf			  Hop Around
  f,f				  Scoot Forward
  3+4				Kangaroo Kick
B+1+2				Death Pose
  1 or 2 or 3 or 4		  Bad Breath
  F				  Cancel Pose
db+1				Sword Slice
db+1,N,DB			Delayed Sword Slice
d,df,F+1			Double Somersault
f,f+3,1				Wood Chopper
FC,db,b+1			Sword Sweep
uf+1+2				Copter Blade
  D				  Land Early
  ~B				  Dip and Turnaround

Techniques With Back Towards Opponent	Description
1					Turn-Toward Punch
2					Backhand
d+1 or d+2				Turn-Toward Crouch Punch
3 or 4					Turn-Toward Kick
d+3 or d+4				Turn-Toward Low Kick
1+3 or 2+4				Reverse Throw
1+4 or 2+3				Life Siphon
F+1+4 or F+2+3				Reverse Life Siphon

Techniques While Running	Description
F				Shoulder Ram or Tackle or Running Stomp
  1+2				  Sword Impalement
1+2				Forward Cross Chop
3,4				Right Roundhouse, Lightning Kick
4				Jumping Knee
3+4,1+2,3+4			Shark Attack Combo

Techniques When Knocked Down		Description
1, 2, 3, or 4 (as you hit the ground)	Quick Recovery
[1],[b or f],[3 or 4]			Side/Back/Front Roll, Low or Mid Kick
d+3 or d+4				Ankle Kick
b,f+1+2					Back Roll, Forward Cross Chop
f,f+1+2					Front Roll, Forward Cross Chop
b,b+3+4					Front Handspring, Forward Cross Chop

Chain Techniques		Description
1,2,1,4,4,4,1,1,1,1		Tenstring
1,2,1,4,2,2,2,4,1,1		Tenstring
1,2,1,4,4,4,1,3+4		Eightstring
4,4,2,2,4,4,1,1,1,1		Tenstring
4,4,2,2,4,4,1,3+4		Eightstring
4,4,2,2,1			Fivestring

Notes on the Techniques:
- The Stone Backhands can be done after a Backhand
- The Spinning Low Kicks can be done after 2 or more Spinning Hilt Strikes
- The Front Kick can be done after 2 or more Spinning Low Kicks
- Performing all hits of any spinning move will leave Yoshimitsu dizzy
	and vulnerable to attack
- You must land on your back in order to perform a Quick Recovery
- You must be lying face up with your feet towards your opponent
	to perform any move leading into a Forward Cross Chop

* Technical Move List *

Grappling Techniques	Damage		Break
1+3			30		1
2+4			30		2
d,db,B+1+2		50		1+2
<left side>1+3 or 2+4	15,25		1
<right side>1+3 or 2+4	15,25		2
<behind>1+3 or 2+4	70		none

Counter Techniques	Damage or Advantage		Comments
b+1+4			35				Stun, JG
(d or FC)+(1+3 or 2+4)	14 frames for punches, 26 frames for kicks
f+1+3			11
f+2+4			11 for punches, 12 for kicks
1+2+3+4			-

Striking Techniques	     Damage		Hit Level	Comments
1			     5			h
2,3			     12,21		h,h
2,d+3			     12,8		h,L		RC
d+1 or d+2 or FC+1 or FC+2   ?			m		RC
WS+1			     ?			m
WS+2 or df+2		     13			m		JG
df+1,1,1,1		     15,12,12,18	m,h,h,m		Delay, Bstun
f+2			     12			h		Turn
DB+2,2,2,2,2,2		     10,12,12,12,14,15	m,m,m,m,m,m	RC
df+1,2			     15,12		m,h		Turn (2nd hit)
B+1,1,1,1,1,1		     10,10,10,10,10,10	h,h,h,h,h,h
DB+3,3,3,3,3 or 4	     12,7,7,5,5 or 12	l,l,l,l,l or m  RC
f,f+2			     18			m
  d+3+4			     -			-		Life+, PCH
uf+1 or u+1 or ub+1	     ?			h
uf+2 or u+2 or ub+2	     ?			M
df+3			     ?			m
df+4			     19			m
WS+3			     ?			h
WS+4			     ?			m
d+3 or FC+3		     ?			L
d+4 or FC+4		     ?			l
f,f+3+4,1+2,3+4		     40,40,30		m,h,m		JG
f,f+4			     20			m
FC,df+3			     12			L		JG
3,4			     30,30		h,m
4,4,4			     20,20,21		h,h,h		AStun (3rd hit)
uf+3 or u+3 or ub+3	     ?			h		CStun, JG
UF,3 or U+3 or UB,3	     ?			L
uf+4 or u+4 or ub+4	     ?			L
UF,4 or U+4 or UB+4	     25			m
UF,N+4 or U,N+4	or UB,N+4    ?			h
uf+3+4			     30			M
  B+1,[1],[1]		     2			H
    4,DB		     15,varies		M,M!
    3+4			     20			M
4~3			     30			m		JG
b+3+4			     -			-		Life-
d+3+4			     -			-
  U			     -			-
  D			     -			-		
  N			     -			-		Life+
  F or B		     -			-		Back
  2,2,2,2,2		     10,12,12,14,15	m,m,m,m,m	RC
  4			     30			m		JG
f,f+1+2			     22			m		Back
  DB+2,2,2,2,2		     10,12,12,14,15	m,m,m,m,m	RC
  d+3+4			     -			-		Back
SS+3+4			     -			-		Life-
  F			     10			h		Life+
  1+4 or 2+3		     varies		-		Life+
  F+1+4 or F+2+3)	     varies		-		Life-
f,F+1+4			     100		m!		Life-
  f,F			     100		m!		Life-
f,f+1+4,N		     -			-		Back
d+1+4			     60			m!		Life-
  B+1,1,1,1,1		     3,3,3,3,3		m!,m!,m!,m!,m!	Life-
b,b+1			     90			m!		Stun
b,b+1,N+1		     30			m!		Stun
  b,B			     -			-
u+1+2			     30			L!
  D			     -			-
  ub or u or uf		     25			M!
  f,f			     15,15,15		L!
  3+4			     30			m		JG
B+1+2			     -			-
  1 or 2 or 3 or 4	     30			m!		Stun, JG
  F			     -			-
db+1			     10			M!
db+1,N,DB		     varies		M!
d,df,F+1		     15,28		M!
f,f+3,1			     20,18		m,M!
FC,db,b+1		     20			l!		JG
uf+1+2			     25/30/40		m!
  D			     25/25/40		m!
  ~B			     35			m!

Techniques With Back Towards Opponent	Damage	Hit Level	Comments
1					?	h
2					15	h
d+1 or d+2				?	m
3 or 4					?	m
d+3 or d+4				?	l
1+3 or 2+4				varies	-
1+4 or 2+3				varies	-		Life+
F+1+4 or F+2+3				varies	-		Life-

Techniques While Running	Damage		Hit Level	Comments
F				?		M!
  1+2				?		L!
1+2				?		m		Bstun, JG
3,4				30,30		h,m
4				20		m
3+4,1+2,3+4			40,40,30	m,h,m		JG

Techniques When Knocked Down		Damage	Hit Level	Comments
1, 2, 3, or 4 (as you hit the ground)	-	-
[1],[b or f],[3 or 4]			?	L or m
d+3 or d+4				?	L
b,f+1+2					?	m		BStun, JG
f,f+1+2					?	m		BStun, JG
b,b+3+4					?	m		BStun, JG

Chain Techniques		Damage			Hit Level
1,2,1,4,4,4,1,1,1,1		5,8,6,9,9,5,5,8,8,30	h,m,m,h,h,L,m,M!,m!,m!
1,2,1,4,2,2,2,4,1,1		5,8,6,9,3,3,3,7,8,30	h,m,m,h,m,m,m,m,M!,l!
1,2,1,4,4,4,1,3+4		5,8,6,9,9,5,1,25	h,m,m,h,h,L,m,m
4,4,2,2,4,4,1,1,1,1		20,20,5,6,9,5,5,8,8,30	h,h,m,m,h,L,m,M!,m!,m!
4,4,2,2,4,4,1,3+4		20,20,5,6,9,5,1,25	h,h,m,m,h,L,m,m
4,4,2,2,1			20,20,5,6,30		h,h,m,m,m!

* Selected Moves & Notes *

Grappling Techniques
Throws are quite valuable for Yoshimitsu since most of his attacks hit high
or middle. The Sword Hilt to Face (2+4) is still the most useful throw
since you are guaranteed a sword slash (db+1) or low kick (d+3) afterwards.
Alternatively, the pogo stick & scoot forward (u+1+2, f,f) work well as a
followup too. However, since throws can be broken quite easily, you should
alternate between the Sword Hilt to Face and the Jumping Body Slam.
Use the Rainbow Drop (d,db,B+1+2) whenever you can since it is more
damaging than either of the previous throws. 

Counter Techniques
b+1+4  Sword Counter 
In order to get a clean hit, you must time the block so that the opponent
connects with Yoshimitsu's blade when it is drawn back. This is different
from other reversals in that, if the opponent connects while the sword is
being positioned, the two are likely to trade hits. Even when the sword is
in position, it is still possible to trade hits (though much less likely).
The Sword Counter is not a "reversal" so it will not necessarily stop a
move that could be reversed. However, the closer your opponent's body is,
the greater your chance of getting the Sword Counter to hit. Your opponent
can also run/dash into the sword (i.e. no attack need be initiated, they
just have to get close enough). I have seen people run into it. It is also
possible to crouch dash into the counter --this somewhat tricky, but works
against Jin, Heihachi, and Paul. You can do the Sword Counter during most
block points in a tenstring.

d+(1+3 or 2+4) or FC+(1+3 or 2+4)  Low Parry
The timing for this move is exactly the same as for a high reversal
(with King, Paul, Nina, or Jin) or a high combo breaker (with Xiaoyu or
Law). The window of advantage for a parry is very short. If you parry a
low punch, your best bet is to try for a Right Sidekick (df+4) or a Low
Kick (d+4). Failing that, try for a delayed throw or go for the Bad Breath
(B+1+2,1). You're in much better shape if you manage to parry a low kick.
Except for Law's Dragon Tail (db+4), you should be able to manage a Right
Sidekick (df+4). If you parried something with lots of twisting motion,
like one of Jin's sweeps, you are guaranteed a Jumping Knee (f,f+4) or
Jumping Heel Kick (uf+4). If you do parry Law's Dragon Tail, you can do a
Sword Slice (db+1) or try for a Flipping Stomp (uf+3+4) and its followups.
You can also try for an uppercut after any Low Parry, but the uppercut will
not juggle since your opponent recovers in a crouching position). A brief
list of low moves that you can predict or break on reflex are:

Bryan Fury: Low Spinkick (df+3) - wait for his crouch-turn
Eddy Gordo: Vault Sweep (3~4,4,4 or 1+2) - the third kick
            Arching Crescent (b+4,3,4,4 or 1+2) - the second or third kick
            Sattelite Ground Kick (ss+3,4,4 or 1+2) - the second kick
            Rollout Punch Combo (1~3,etc) - the second hit
Gun Jack: Cossack Kicks (DB+3,4,3,4,3,4) - break any of them, predictable
          Tenstring (WC+2,1,1,etc) - second or third punch
          Tenstring (uf+1,1,4,3,4,etc) - third, fourth, or fifth hit
Heihachi: Spinkicks (uf+4,4) - the second hit
Hwoarang: Jab Combo (1,1,3,3) - the third hit
          Tenstring (1 or 2,2,3,4,3,4,4,etc) - fourth or seventh hit
Jin Kazama: Spinkicks (uf+4,4,4,4) - the third hit
            Elevenstring (b+2,4,4,4,etc) - the fourth hit
            Ten/Nine/Eightstring (3,2,4,3,1+4) - duck and break fifth hit
Julia Chang: Tenstring (2,1,1,2,3,etc) - the fifth hit
King: Ali Kicks (WC+3+4,4,4) - the second or third hit (not on counterhit)
      Ankle Smash (FC,df+1) - slow to execute
      Tenstring(1,2,1,1,3,3,4,3 or 4,etc) - the seventh or eighth hit
      Tenstring(1,2,1,1,2,4,4,4,etc) - the sixth, seventh, or eighth hit
Kuma: Low Hammer Rush (WC+1,1,1,2,etc) - the second hit
Forrest Law: Dragon Tail (db+4) - not that slow, but can be done on reflex
             Tenstring (df+1,2,2,1,3,3,etc) - the sixth hit
             Tenstring (df+1,3,2,2,3,3,etc) - the sixth hit
Lei Wulong: 3-Punches (Snake:2,2,2) - the third hit
            Crane Dance (Crane:3,4,2,3) - the second hit
Nina Williams: Tenstring (1,2,1,2,3,3) - duck the fifth, break the sixth
               Tenstring (1,2,1,2,4,3,4) - duck the fifth, break the sixth
Ogre: Low Kick Combos (FC+3,3,etc) - must block first low, break the second
      Bloody Scissors (DB+1+2) - slow to execute
Paul Phoenix: Elbow, Uprooter (FC,df+2,2) - the second hit
              Sweep, Elbow, Uprooter (d,db,b+3,2,2) - the third hit
              Tenstring (1,2,3,1,4,2,1,4,2,1) - the fifth or ninth hit
              Tenstring (1,2,3,2,1,2,1,4,2,1) - the eighth hit
Ling Xiaoyu: Sweeps (FC,df+4,4) - the second kick (must block the first)
             Tenstring (u+4,1,2,1+2,1,3,4,4) - the seventh or eighth hit
             Tenstring (u+4,1,2,4,4,2,1+2,1,4,2) - the fourth or eighth hit

F+1+3 or F+2+4  Left and Right Reversal Break
To clarify -- if you perform a move that involves your left limb and your
opponent attempts to reverse it, you should break the reversal with F+1+3.
If your opponent attempts to reverse a move that you initiate with your
right limb, then you should break with F+2+4. It doesn't matter what
buttons your opponent tries to reverse you with. 

1+2+3+4 Powerup
Any move you perform while your fists glow will register as a counterhit.
If blocked, the move will cause block damage. However, you cannot block
while your fists are glowing. Moves that you may wish to  counterhit are:

f,f+2, d+3+4		Ninja Blade Rush and Sit Down
f,f+3+4,1+2,3+4		Shark Attack Combo
4,4, etc.		Double Right Roundhouse
uf+3			Jumping Roundhouse (stuns on counterhit)

Striking Techniques
WS+2 or df+2  Right Uppercut
Still one of the fastest juggle starters in the game, this move has very
little start or recovery time, floats your opponent reasonably high and
even has nice range. The only time it will not float your opponent is
when they are hit in a crouch position. Note that the WS+2 version is
slightly slower and has a little more execution time. 

df+1,1,1,1  Door Knocker
Any and all parts can be delayed to trick your opponent into dropping his
guard. The last hit connects very low to the ground so that you can hit
someone rising from the ground if you connected with the first two hits
in a juggle. Sometimes the second hit will bounce large characters (like
Gun Jack, Kuma, and Ogre 2) off the ground high enough to be hit by the
third hit (during a juggle).

df+1,1,1,1 & df+1,2  Door Knocker & Hilt Uppercut, Backhand
Yoshimitsu plays a decent guessing game with his df+1 since the next hit
can be middle or high. You can continue into the Stone Backhands
(db+2,2,2,2,2) from the Backhand to guard yourself from retaliation.

[f+2],DB+2,2,2,2,2,2  Backhand, Stone Backhands
The fists will combo off of the backhand, but you're better off trying for
a juggle with the right uppercut (df+2) which has better damage potential.
Any attack initiated immediately after the Stone Backhands will register
as a WS attack instead of one done from a standing position. Thus, something
like: DB+2,2,slight pause,2 -- would result in 2 Stone Backhands and a
right uppercut.

f,f+2,d+3+4  Ninja Blade Rush, Meditate
Yoshimitsu runs his opponent through on a counterhit. The sit down is
also only available on a counterhit. While sitting in this position,
none of the normal sitting moves are available to Yoshimitsu. You must
hold up, to stand up (facing away from opponent). However, Yoshimitsu
regains life at very fast pace while sitting in this position. 

df+4  Right Side Kick
Definitely one of Yoshimitsu's greatest assets, it hits middle, has
great range, does decent damage, executes quickly, and recovers quickly.
Use it to get out of tight situations; it has incredible priority.

WS+4  Toe Kick
Very good in juggles as it hits anyone not completely on the ground.
Also has good range.

f,f+3+4,1+2,3+4  Shark Attack Combo
Do not go for the entire string against decent Tekken 3 players. You can
be juggled/thrown after the kangaroo kick. Simply doing one or two parts
should be enough to confuse most people into not blocking the last kick
(once in a while). Mix the first hit up with the Forward Flip (f,f+1+2)
to confuse your opponent.  

f,f+4  Jumping Knee
The knee will not knock down an opponent if started from the edge of
it's range. It still hits on descent so it has a lot of range (for juggles).

FC,df+3  Lunging Sweep
Juggling is possible after the trip. The spinning low kicks (DB+3,3,3,3,3)
work great against a rising opponent. A WS+4 or FC+4 is always guaranteed,
but quick recovery is possible after either of those hits. However, it
isn't possible to quick recover from the sweep itself (so you are guaranteed
a Flipping Stomp and followups). This move recovers low, so any button press
afterwards will register as one done while standing. 

4,4,4  Right Roundhouse Kicks
The last roundhouse kick will turn your opponent slightly off axis.

4~3  Kangaroo Kick
The Kangaroo Kick, Standing Suicide combo still works. However, you
must only attempt the suicide if Yoshimitsu was very close to his opponent
before the kick.

b+3+4  Spin Away
To perform multiple spins, hold (not tap) back as you hit 3+4. Yoshimitsu
loses health for each spin performed.

d+3+4  Sit Down
Still quite useful when the opponent is far away from Yoshimitsu.
Yoshimitsu cannot be hit in the late stages of the Fake Teleports.

f,f+1+2  Forward Flip
Very useful as it leaves you close to the opponent and turned away. The
backwards stone backhands will cause Yoshimitsu to travel away from his
opponent. Good followups for the forward flip include a turn-toward kick
(3 or 4), a reverse throw (1+3 or 2+4), a backhand (2), or even a Life
Siphon 1+4 or 2+3. 

SS+3+4  Sword Debate Stance
Yoshimitsu does not lose life immediately, but rather at slow intervals
(similar to his sit-down heal). The sword will hit opponents during the
Rejuvenation. It appears that Yoshimitsu gains an amount of life back
proportional to the life he lost. You can only perform Rejuvenation,
Life Siphon, and Reverse Life Siphon from this stance, no other moves are

u+1+2  Pogo Stick
Absolutely no low attack will knock the sword from under him or otherwise
harm him. Some mid attacks will hit him but most will trade hits or miss
altogether. Yoshimitsu can also not be thrown while in this stance.
One caveat while using this move: do not stay in this stance too long.
Yoshimitsu cannot shift his attack axis while in this position; thus if
your opponent sidesteps, you will not face him.

B+1+2  Bad Breath Stance
All grabs will miss Yoshimitsu while he is in this position. Some high
attacks (like standing jabs), will miss as well.

db+1,N,DB  Sword Slice
Returning the joystick to neutral at any time will cause Yoshimitsu to
release the slash from his hopping stance. After 6 hops, the sword will
flash and release a puff of smoke. If this slice connects, it will most
likely kill your opponent.

d,df,F+1 Double Somersault, Sword Slice
This move has very nice range and is safe even when your opponent is
somewhat close. The sword will hit opponents on the flip's ascent and
descent. Thus, as long as they're not standing right next to you, you
can nick them in the back even if you don't slice them from over their
head. This move can be reversed by Nina and Jin.

* Combos and Juggles *

Outside of his spinning/dizzying moves, Yoshimitsu doesn't have many
canned moves that provide true combos (a true combo is one that
your opponent cannot break out of or block at any point). Thus the
best way to create true combos is to juggle. Yoshimitsu can start
a combo or juggle from any of the following moves:

f+2 or (while turned)+2 or df+1,2 (2nd hit)	Backhand
df+2 or WS+2					Right Uppercut
4~3 or u+1+2,3+4 or d+3+4,4 or f,f+3+4,1+2,3+4	Kangaroo Kick
FC,df+3						Spinning Trip
B+1+2,1						Bad Breath
B+1+4						Sword Block
FC,d,db+1					Sword Sweep
b,b+1						Sword Stab

These move all render the opponent helpless or "float" him/her to some
extent, allowing you to add more hits while your opponent is falling or
recovering. Usually, it is possible to add 1 or 2 "quick hits" before
ending the juggle with a special move (if your opponent doesn't "quick
recover", it is possible to punish him further with moves that hit ground
level opponents). "Quick Hits" include:

f+1 or 1 or 2			Punch
d+1 or d+2			Low Punch
d+4				Low Kick
df+1				Hilt Uppercut
df+2				Right Uppercut
b+1				Spinning Hilt Strike
DB+2				Stone Backhand

You can usually include the following moves to end your juggle:

f+2				Backfist
f,f+2				Ninja Blade Rush
2~3				Punch & Roundhouse Kick
2~D+3				Punch & Low Kick
DF+1,1				Elbow Uppercut & Hilt Smash
DF+1,2,DB+2,2,2,2,2		Elbow Uppercut, Backhand, Stone Backhands
B+1,1,1,1,1			Spinning Hilt Strikes
DB+2,[2],[2],[2],[2],4		Stone Backhands, Toe Kick
df+3 or df+4			Side Kick
f,f+4				Jumping Knee
3 or 4				Roundhouse Kick
f,f+3,1				Wood Chopper
FC,df+3				Lunging Sweep

If your opponent performs a "quick recovery", you will usually not be
able to harass him further on the ground. However, if they just lie
there, you can hit them with:

FC,df+3				Lunging Sweep
uf+3+4,B+1,1,4			Flipping Stomp, Spinning Toe Strike, Flipkick
uf+3+4,B+1,3+4			Flipping Stomp, Spinning Toe Strike, Stomp
DB+3,[3],[3],[3],4		Spinning Low Kick(s), Toe Kick
db+1				Sword Slice
f,f+3,1				Wood Chopper
u+1+2,(f,f or uf)		Pogo Stick (scoot or hop forward)
d,df,F+1			Double Somersault

If you anticipate that your opponent will "quick recover" from your combo,
either try to end in a crouching position or recover from your last hit
and crouch immediately. Perform a Lunging Sweep (FC,df+3) as they quick
recover and start another combo! A simpler way of dealing with fast
recoveries is to perform a right Sidekick (df+4) as your opponent recovers. 

Tips on performing juggles:
- If you start with Bad Breath, you must hit your opponent with a 1 or 2
	before they fall down (and out of reach). Otherwise, simply follow
	through with a juggle ender (such as df+4 or f,f+4).
- Be wary of ending combos with a Sword Slice (db+1) since it always misses
	if your opponent quick recovers. 
- When you do simple jabs, try to hold forward when doing so. This helps
	move you forward as well as making the jab execute faster. 
- Often, instead of performing a Jumping Knee as a combo ender, you can
	perform a Side Kick (df+4) and Sit Down (d+3+4) for one rock. The
	damage tradeoff for this ender is better than just doing the knee,
	however, you lose attack momentum by doing this.
- Certain combos are possible against larger characters like Gun Jack, Kuma,
	and Ogre 2 (and to a certain extent, King). Experiment and find out. 

The Combo List

Combos Initiated with the Backhand (f+2)
f+2, 3
	Backhand, Left Roundhouse
f+2, df+2, uf+4 or f,f+3,1 or f,f+3,4
	Backhand, Uppercut, Jumping Heel Kick or Wood Chopper
	or Front Kick & Toe Kick
f+2, df+2, 1, 3 or f,f+4 or df+4
	Backhand, Uppercut, Jab, Left Roundhouse or Jumping Knee
	or Right Sidekick

Combos Initiated with the Right Uppercut (df+2 and WS+2)
df+2, uf+1, 1, 4 or uf+4 or f,f+4 or df+4
	Uppercut, Hopping Jab, Jab, Right Roundhouse or Jumping Heel Kick
	or Jumping Knee or Right Sidekick 
df+2, f,f, b+1+4, (f,f+4 or df+4)
	Uppercut, Dash, Sword Counter, Jumping Knee or Right Sidekick 
df+2, f,f+4, d+1, (WS+4 or f,f+4 or FC,df+3)
	Uppercut, Jumping Knee, Low Jab, Toe Kick or Jumping Knee
	or Lunging Sweep
df+2, f,f+4, 1, df+2, f,f+4
	Uppercut, Jumping Knee, Jab, Uppercut, Jumping Knee
	(vs. Kuma, Gun Jack, or Ogre 2)
f+2, df+2, df+2, df+2 or f,f+4 or df+4
	3 Uppercuts, Uppercut or Jumping Knee or Right Sidekick
df+2, df+2, b+1,1,1,1,1, 3 or f,f+4 or df+4
	2 Uppercuts, 5 Spinning Hilt Strikes, Roundhouse
	or Jumping Knee or Right Sidekick
df+2, df+2, b+1, db+2,2, d+4
	2 Uppercuts, Spinning Hilt Strike, 2 Stone Backhands, Low Kick 
df+2, df+2, b+1, 1, df+1,1 or f,f+4 or df+4
	2 Uppercuts, Spinning Hilt Strike, Jab, Hilt Uppercut & Backhand
	or Jumping Knee or Right Sidekick
df+2, df+2, b+1, 2~3
	2 Uppercuts, Spinning Hilt Strike, Punch & Roundhouse
df+2, df+2, f,f+3,1 or f,f+3,4
	2 Uppercuts, Wood Chopper or Front Kick & Toe Kick
df+2, df+2, f,f+3, d+1, f,f+4 or FC,df+3
	2 Uppercuts, Front Kick, Low Jab, Jumping Knee or Lunging Sweep 
df+2, f,f+2, d+1, FC,df+3
	Uppercut, Ninja Blade Rush, Low Jab, Lunging Sweep
df+2, b+1, 1, b+1, uf+4 or f,f+3,1
	Uppercut, Spinning Hilt Strike, Jab, Spinning Hilt Strike,
	Jumping Heel Kick or Wood Chopper
df+2, b+1, 1, b+1, 1, f,f+4 or df+4
	Uppercut, Spinning Hilt Strike, Jab, Spinning Hilt Strike, Jab,
	Jumping Knee or Right Sidekick
df+2, b+1, 1, b+1,1, uf+4
	Uppercut, Spinning Hilt Strike, Jab, 2 Spinning Hilt Strikes,
	Jumping Heel Kick
df+2, b+1, 1, b+1,1, b+1, f,f+4 or df+4
	Uppercut, Spinning Hilt Strike, Jab, 2 Spinning Hilt Strikes,
	pause, Spinning Hilt Strike, Jumping Knee or Right Sidekick
df+2, b+1, df+1,2,DB+2,2,2,2,4
	Uppercut, Spinning Hilt Strike, Uppercut, Backfist, 4 Stone Backhands,
	Toe Kick
df+2, b+1, f,f, b+1+4
	Uppercut, Spinning Hilt Strike, Dash, Sword Counter
df+2, 1, f,f, b+1+4
	Uppercut, Jab, Dash, Sword Counter
df+2, 1, b+1, f,f, u+1+2, f,f
	Uppercut, Jab, Spinning Hilt Strike, Dash, Pogo Stick
	(scoot forward if your opponent didn't quick recover)
df+2, 1, b+1,1,1,1, 3 or f,f+4, or df+4
	Uppercut, Jab, 4 Spinning Hilt Strikes, Left Roundhouse or
	Jumping Knee or Right Sidekick
df+2, 1, 1, 1, f,f+4 or df+4 or uf+4
	Uppercut, 3 Jabs, Jumping Knee or Right Sidekick or Jumping Heel Kick
df+2, b+1,1,1, b+1,1,1,1, f,f+4 or df+4
	Uppercut, 3 Spinning Hilt Strikes, pause, 4 Spinning Hilt Strikes,
	Jumping Knee or Right Sidekick
df+2, UF,4, 1, f,f+4 or df+4
	Uppercut, Jumping Toe Kick, Jab, Jumping Knee or Right Sidekick 
df+2, UF,4, d+1, FC,df+3
	Uppercut, Jumping Toe Kick, Low Jab, Lunging Sweep
df+2, UF,4, 1, df+1,1,1 or df+1,2
	Uppercut, Jumping Toe Kick, First 3 hits of Door Knocker
	or Hilt Uppercut & Backhand (vs. Kuma, Gun Jack, or Ogre 2)

Combos Initiated with Bad Breath (B+1+2,1) 
B+1+2,1, 3
	Bad Breath, Roundhouse
B+1+2,1, d+1, f,f+4 or df+4
	Bad Breath, Crouch Jab, Jumping Knee or Right Sidekick
B+1+2,1, 1,2,1,4
	Bad Breath, Start of Tenstring
B+1+2,1, 1,1, f,f+4 or df+4
	Bad Breath, 2 Jabs, Jumping Knee or Right Sidekick
B+1+2,1, df+1,2,DB+2,2, WS+4
	Bad Breath, Hilt Uppercut, Backhand, 2 Stone Backhands, Toe Kick 
B+1+2,1, 1, b+1, 1, b+1, f,f+4 or df+4
	Bad Breath, Jab, Spinning Hilt Strike, Jab, Spinning Hilt Strike,
	Jumping Knee or Right Sidekick (vs. Kuma, Gun Jack, or Ogre 2) 

Combos Initiated with the Kangaroo Kick (4~3)
4~3, B+1+2,1, 3
	Kangaroo Kick, Bad Breath, Roundhouse
4~3, B+1+2,1, 1, f,f+4 or df+4
	Kangaroo Kick, Bad Breath, Jab, Jumping Knee or Right Sidekick 
4~3, B+1+2,1, 1, b+1,1, f,f+4 or df+4
	Kangaroo Kick, Bad Breath, Jab, 2 Spinning Hilt Strikes, Jumping Knee
	or Right Sidekick (vs. Kuma, Gun Jack, or Ogre 2)
4~3, 3, u+2
	Kangaroo Kick, Left Roundhouse (turns them over), Light Pounce
4~3, b+1+4, 1, f,f+4 or df+4
	Kangaroo Kick, Sword Counter, Jab, Jumping Knee or Right Sidekick

Combos Initiated with the Lunging Sweep (FC,df+3)
FC,df+3, FC+4, FC,df+3
	Lunging Sweep, Low Kick, Lunging Sweep
FC,df+3, FC+1, FC+1, FC,df+3
	Lunging Sweep, Low Jab, Low Jab, Lunging Sweep
FC,df+3, FC+1, f,f+4
	Lunging Sweep, Low Jab, Jumping Knee
FC,df+3, uf+3+4,b+1,3+4
	Spinning Trip, Flipping Stomp, Spinning Toe Strike, Flipping Stomp

Combos Initiated with the Sword Sweep (FC,db,b+1) 
FC,db,b+1, d+4, FC,df+3
	Sword Sweep, Low Kick, Lunging Sweep
FC,db,b+1, uf+3+4,b+1,3+4
	Sword Sweep, Flipping Stomp, Spinning Toe Strike, Flipping Stomp

Combos Initiated with the Sword Counter 
b+1+4, u+1+2, f,f
	Sword Counter, Pogo Stick, Scoot Forward
b+1+4, uf+3+4,b+1,3+4
	Sword Counter, Flipping Stomp, Spinning Toe Strike, Flipping Stomp
b+1+4, d+1, f,f+4 or FC,df+3 or WS+4
	Sword Counter, Low Jab, Jumping Knee or Lunging Sweep or Toe Kick

* Strategy *

Use every move in his arsenal (ok, don't use the Suicides too
frequently), but the more your opponent has to worry about, the less
effective his defense is. His Sword Counter hits anyone standing right
next to him so you can even use it to counter dashes, and crouch dashes.
Be unpredictable!

Dash Buffering:
This is a very useful strategy because Yoshimitsu has a multitude of moves
started from a dash. To buffer a move from a dash, simply be prepared to
hit the appropriate button combination(s) after a dash. You have up to half
a second to initiate a move after a dash; this adds distance and
unpredictability to Yoshimitsu's moves since it can appear that he produces
a Jumping Knee (f,f+4) or Ninja Blade Rush (f,f+2) with little warning.

The Forward Cross Chop:
If you play with tournament-caliber people, you've realized that the stun
caused by a Forward Cross Chop sets up an unblockable mini-combo. For
Yoshimitsu, I've found that these work fairly well:
(forward dive stuns opponent) 1, df+2, f,f+4
(forward dive stuns opponent) 1, 1, 1, f,f+4
(forward dive stuns opponent) 1, db+2, WS+4
(forward dive stuns opponent) 1, uf+4
The dive is particularly well suited for Yoshimitsu as a form of attack
because he can initiate it from the ground without rolling (b,b+3+4)
and because he has a fairly safe/fast way of getting to the ground, by
doing all 5 spinning sweeps (D/B+3,3,3,3,3).

Button Buffering and Reversal-Breaks:
As in Tekken 2, you can buffer button presses by simply holding one button
down before any input. For example if you press and hold 4, you would get
a right roundhouse. But if you press 2 (while still holding 4) you would
get a throw (the Hilt Smash) instead of a right jab. This technique isn't
as important to Yoshimitsu as it is for other characters, but it still has
its uses. For example, by pressing (and holding) 1 during a crouch you get
the all-purpose-quick-and-easy-epitome-of-pokes: the crouch jab. From there,
you can either hit 3 (while in the crouching position) to get a Low Parry,
hold back and hit 4 to get a Sword block, or roll the joystick to back and
hit 2 to get the Rainbow Drop. Another, use for button buffering is to
buffer a reversal break. Although only useful against Jin, Paul, and Nina,
it can still save you from a world of trouble. For example, if you wanted
to buffer a reversal break for the roundhouse & lightning kick (3,4), you
would tap 3, hold 4, and hold forward and 2 to break (assuming your opponent
tried to reverse you). Similarly, if you wanted to buffer a reversal break
for the Wood Chopper (f,f+3,1), you would tap forward twice (and hold
forward the second time), hold 3, and hit 1. Note that the game will not
register a 1 for the second hit unless you return the joystick to neutral.
Thus, buffering the entire sequence yields: f,F+3 (while holding 3)~1~N+1. 

Full Crouch and While Standing Attacks:
Yoshimitsu has the distinct advantage of recovering low after several
moves. What this means is that he can quickly follow an attack with
a while-standing move. The main advantage in this is that his right
uppercut (WS+2) and toe kick (WS+4) are readily available quite often.
In addition to the normal d+1 or d+2, Yoshimitsu, can perform while-
standing attacks after his Stone Backhands, Spinning Low Kicks, and his
Lunging Sweep. In addition, Yoshimitsu is also considered in a Full
Crouch after any of the previous moves except for the Stone Backhands.
This allows more flexibility in creating custom strings since Yoshimitsu
must perform the Lunging Sweep (FC,df+3) and the Sword Sweep (FC,db,b+1)
from Full Crouch positions.

Learn to sidestep:
The later you sidestep, the better your chances of getting a side
throw or combo become, learn to recognize which moves can be sidestepped
and which moves have the uncanny ability to track you (like Paul's
deathfist), also sidestepping appears to bring you closer to the opponent
(at the very least, it doesn't take you in the opposite direction).
Since Yoshimitsu doesn't have any useful special moves requiring a sidestep,
you should go for df+2 uppercuts or throw attempts afterwards. Be aware
that you may sometimes catch your opponent off guard with a SS,df+2
juggle--which sometimes flips them over in the air. If they land face-down
they cannot quick recover and you are free to inflict more damage on the

A few quick tips on specific characters:
Xiaoyu: If she goes into the phoenix stance, you should do a jumping
        knee (f,f+4) to take her out of it. Other hits that work well
        against the phoenix stance are the forward flip (f,f+1+2), the
        sword slash (db+1) if she is close, or the double somersault
        (d,df,F+1) if she is farther away. If she turns around, either
        block high (if she is close) or sidestep (middle distance) or
        just dash back.
Nina: In general, if she performs a low kick, she can follow with either
      an uppercut or high kick (so block high). Recognize the combos that
      end in a double palm and Sword Block it. Buffer Reversal-Breaks.
Law: A blocked flipkick will always yield an opportunity for df+2
     float combo starter. Recognize the difference between b+1,2,1 and
     b+2,3,4. The b+2,3,4 comes out faster and you will see Law turn
     his back to you (if he is on the left side) or his front to you
     (if he is on the right side). Also familiarize yourself with the
     windup for the Dragon Tail (db+4). If you can block all of these,
     he has very few effective attacks left.
Hwoarang: Always sidestep towards his left side. If in doubt, block
          high against him. It is not always necessary to quick-recover
          against him since he has few attacks that hit the ground
          (save for db+4).
Eddie Gordo: The jumping knee (f,f+4) and right side kick (df+4) are
             great long-range attacks to poke with, the pogo stick also
             seems to work well against button smashers. The Low Combo
             Breaker can save your life if you recognize when his
             Chain and Roll Kicks are coming since it allows you to
             escape the Sweep vs Headbutt dilemma.
Paul Phoenix: Do not try to sidestep the deathfist, it is also tricky to
              Sword Block the crouch dash but will usually catch him if
              the death fist is not used after the crouch dash. A side kick
              (df+4) will usually hit Paul after a blocked deathfist. The
              ankle kick (d+4 while you're on the ground) can save you from
              his Falling Leaf okizeme.
King: It appears that King's reversal cannot be broken, thus try to stay
      away from predictable kicks, for example, 4,4,4 or 3,4 or tenstrings,
      use the inhale stance (B+1+2) to avoid his multipart starters and
      f,f+4 in response to a crouch dash (it appears that elbows and knees
      are still not reversable). Use the right uppercut (df+2) with liberty
      as king can't do much after it's blocked.
Lei: The double somersault (d,df,F+1) and sword slice (db+1) work decently
     to keep him from lying down. Try to sidestep to his right side. Avoid
     being tripped by his sweep (db+4) since you cannot quick recover from
     it and since 4~4,3,3, 3~4 are guaranteed afterwards.
Jin Kazama: You can sword block the 3rd hit of the white heron combo
            (or for the 4th hit too). Crouch if he crouch dashes towards
            you. Or, if you can anticipate it, Sword Block his crouch dash.

* Afterword & Credits *

Please send comments or suggestions to:

I feel that the following people deserve a lot of respect for what they do.
Surfbard: author of Tekken 3 FAQ (
Catlord: author of Tekken 3 Movelist (
tragic: author of The Original Tekken 3 Moves List
	and the Tekken Manual (

* Resources *

I got a great deal of information from these sources:
World Wide Web:

* Revisions *

Version 1: Rough Draft
Version 2: Removed some bogus moves
  Combo section added
Version 3: Moves added
  Reverse Life Siphon, Forward Flip & Life Siphon, Double Suicide,
  and Spinning Suicide -- thanks to (Galen Komatsu)
  Forward Flip & Spinning Fists
  Low Combo Break
  Corrected Power Sword Slice and Attack String comments
  -- thanks to (Douglas Rosengard)
  Various info added to notes
Version 4: More corrections
Version 5: Lots of stuff added
Version 6: More corrections and additions to combos, combo tips and move list
  Added notes to forward dive in Strategy
Version 7: Redid moves section (hopefully it's easier to read now)
  Added a lot of combos and various information elsewhere

* Miscellaneous *

Please feel free to redistribute this guide and give credit where it's due.
This information is not for sale and should never be.

Brian Fan