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Part 95
Tekken 3

Part 95

Explore Yoshimitsu's unique Indian Style, Pogo Stick, and Special Back Towards stances in Tekken 3. Learn his special position attacks, throws, and counterattacks.

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Explore Yoshimitsu's unique Indian Style, Pogo Stick, and Special Back Towards stances in Tekken 3. Learn his special position attacks, throws, and counterattacks.

This guide details Yoshimitsu's special position attacks and stances in Tekken 3, including Indian Style (is), Pogo Stick (ps), and Special Back Towards (sbt).

Indian Style (is)

Maneuvers

  • f: Spin and teleport behind opponent. This maneuver requires the opponent to be at range 1-3. If out of range, Yoshimitsu will simply spin and rise.
  • b: No listed effect.
  • ~~~: Life regain.

Attacks

  • 4~3: Mid/Mid(high)/Mid(high)/Mid(high) attack at range 2. Can cause a knockdown (grua) if it connects cleanly.

Pogo Stick (ps)

Maneuvers

  • f: Dash forward.
  • F: Three dash forwards and return to normal stance.
  • d: Cancel Pogo Stick into normal stance.
  • u: Hop up.
  • uf: Hop forward.
  • ub: Hop backward.

Note: Yoshimitsu's maneuvers do not track while in Pogo Stick stance. His f, uf, u, and ub maneuvers are area of effect attacks.

Attacks

Single

  • 4~3: Mid/Mid(high)/Mid(high)/Mid(high) attack at range 2. Can cause a knockdown (grua) if it connects cleanly.
  • uf_u_ub: Unblockable Mid attack at range 4, 0, -1. Can cause a Pogo Stick knockdown (ps grut).
  • f: Unblockable Mid attack at range 1. Can cause a Pogo Stick knockdown (ps grut).

Three-String

  • F: Three Unblockable Mid attacks at range 1. Causes a normal knockdown (grut).

Special Back Towards (sbt)

Maneuvers

Attacks

  • 1+4_2+3: Unblockable High (teleport) attack at range 0. This move takes life from your opponent and adds it to your life bar. If 1+4~F_2+3~F is input, the energy transfer is reversed.

Throws

  • 1+3_DF{1+3 [1]: Throw at range 1, costs 30. Causes a throw (grua).
  • 2+4_DF{2+4 [2]: Throw at range 1, costs 30. Causes a throw (gruls).
  • d~db~b+1+2 [1+2]: Throw at range 1, costs 50. Causes a throw (grut).
  • (2p rst)any# [2]: Throw at range 1, costs 15+25=40. Causes a throw (grut).
  • (2p lst)any# [1]: Throw at range 1, costs 15+25=40. Causes a throw (gruls).
  • (2p bt)any#: Throw at range 1, costs 70. Causes a throw (grda).

# any throw, special or otherwise.

Counterattacks

  • b+1+4: Special area of effect reversal. Connects if the opponent is rushing in (run, dshf, crdshf) or attempts an attack at range 0. If this move connects during the latter half of its animation, it allows for a float juggle (flt).

Combinations

Starters

  • df+2 (normal): Followups include B+1~1, B+1~1~1, uf+4.
  • fc~df+3 (float): Followups include ws4, f~F{4.
  • *b+1+4 (float): Followups include 1, 1, 1, 1, f~F{4. This move must connect late in the animation or against type 4/5 characters to guarantee a followup.

Strategy

Attacking

Defending

The b+1+4 is effective at range 0 against opponents attempting attacks or maneuvers that move them into its area of effect. The df+2 is a good counter to standing jabs as Yoshimitsu ducks during the move, making him immune to many high attacks.

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