Manjitou
[08] Mercenary
I'm about to post is a compilation of Yoshimitsu's frame data, Combos, and Wall Combos. I will add more later, and I DO NOT take credit for this info for I simply copy'd and pasted it from the Soul Arena :S.
Delete this thread if needed.
The definition of a combo is a series of inputs/moves that are guarenteed to connect to the opponent, one input/move after the other. If there is a combo that only works during a specific scenario i.e. wall, character, position around character, then please specify. Much credit to RDDK for his combo video.
REF = Reflection stance (4B+K)
INT = Intimidation stance (6B+K)
DGF = Dragonfly stance (8B+K)
SDGF = Super Dragonfly (DGF 8B+K)
DNK = Doorknocker (6A+BBBB)
iMCF = Instant Manji Carve Fist (2a:B)
Juggles that end in a:B+K, 66B are only guaranteed on Maxi, Hilde, Siegfried, Nightmare, Astaroth, Rock, and Lizardman unless stated otherwise.
9A+B_SDGF B, DNK, DNK, 3B combos are only possible on Raphael, Taki, Zasalamel, Tira, Lizardman, and Algol.
Natural Combos(NC)
AA
1AAA
4AAA
BB
33B B+K
33B B+K A+B K - The last two hits are a NC.
4KB
6K2K
66B+K A+B K - The last two hits are a NC.
FC 1KKK
6A+BB
3B+KB
3B+K
[*]REF BK
Natural Combos on Counter Hit (NCC)
2A+BB
3AB
6[A+K]
6[A+K]4
4A jfs
DNK
iMCF combos
3B
a:B+K, 1B (52 dmg)
a:B+K, 66B (58 dmg)
4A: A: A: A, a:B+K, 1B (71 dmg)
4A: A: A: A, a:B+K, 66B
33B B+K (60 dmg)
6K (48 dmg)
DNK, 3B (55 dmg)
CH 3AB_CH 3B (Damage is based off of a CH 3AB starter)
a:B+K juggle
4A: A: A: A, a:B+K, 1B
4A: A: A: A, a:B+K, 66B
44bB, 44bB,...
44bB, a:B+K, 1B (64 dmg)
44bB, a:B+K, 66B
44bB, 33B B+K (68 dmg)
6K
33B B+K
DNK, 3B
214A
66B
DNK, 3B
66A+B (68 dmg)
9B+KK (71 dmg)
1K
8K
a:B+K, 66B (73 dmg)
8A+K (~77 dmg)
2A+K (109 dmg)
33B B+K (75 dmg)
CH iMCF
214A combos
22B, CH 3AB_CH 3B combos
CH 3AB_CH 3B combos
66B combos
66 combos
[*]66A+B, 3B (64 dmg)
[*]3[A+B], FLE 66 (38 dmg)
[*]RCC 3B+K:B, a:B+K, 66B
[*]RCC 2A+BB, 3B+K:B, a:B+K, 66B
[*]RCC 2A+BB, 3B+K:B, a:B+K (62 dmg)
[*]RCC 2A+BB, 66 combos
CH 22B
3AB_3B combos
CH 33B
33B B+K
a:B+K, 66B (63 dmg) - Works on all characters.
CH 11A
3B (49 dmg)
CH 22A
3B
(33B B+K)A+B K
8A+K (76 dmg. Can vary based on # of hits)
G 8K
66B
a:B+K, 66B
DNK, DNK, 3B (77 dmg)
66{B}
INT B
INT K, DNK, 3B (72 dmg)
INT K, a:B+K, 1B (67 dmg)
33K
a:B+K, 1B (48 dmg)
A+B
3B
66B (50 dmg)
B+G4_6
K
a:B+K
CH 6[A+K]
K
iMCF, 1B+K, 6[A+K], a:B+K (100 dmg + life gain) - Credit to RDDK.
iMCF combos
a:B+K, iMCF combos
A+B on block; GB
6K2K (51 dmg)
CH A+B
CH 3AB combos
9A+B2_9A+Bg_9A+B
66B (68 dmg)
2[A+B], FLE 66 (76 dmg)
DNK, DNK, 3B (90 dmg)
66A+B
3b (57 dmg)
66B from max range hit (63 dmg)
11_77_99_33 A+B (80-90dmg typically)
iMCF Combos
FC 3K
2K
DNK (58 dmg) - Mitsu only. From Mitsu's front to his left side.
CH a:B+K
iMCF Combos
66A+B
CH 1B+K
bA
3AB_3B Combos
66B Combos
4KB
66A+B
9B+KK
BT 2K
66B (33 dmg)
FLE {B}_CH FLE B
a:B+K Combos
33B B+K (64 dmg)
FLE K
DGF A (slightly delayed)
DGF A+B (66 dmg)
CH DGF A
DGF B, 3B combos
DGF B (Close to medium distance)
3B combos
DGF B (max range)
66B
DGF K
DNK, 3B (64 dmg)
2[A+B], FLE 66 (62 dmg)
FC 1K JF (66 dmg)
SDGF B
2[A+B], FLE 66 (85 dmg)
66A+B (82 dmg)
DNK, DNK, 3B (89 dmg)
INT A
66A+B (62 dmg)
DNK, 3B (67 dmg) - Close range only.
9B+KK (62 dmg)
REF A
DNK, DNK, 3B (64 dmg)
FC 1KKKK
9B+KK
REF K
BT 2B (32 dmg)
BT 2K (28 dmg)
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An important note on stuns in wall combos
Like all combos in SCIV, you are not allowed to re-stun with the same type of stun twice. For Yoshimitsu, it's important that I say same type of stun and not same stun, because Yoshimitsu's stuns are separated into fives categories:
CH 22B
CH WS K
CH DGF A
CH iMCF, CH FC a:B, CH 6B
Everything else:
CH a:B+K
CH 44bB
CH 2A+BB
CH 1B+K
CH A+B
So, if you start a combo with CH a:B+K, iMCF, 22B, 3B and end up hitting the opponent into the wall, you cannot re-stun with any stun on the wall thereafter. At that point 3AB becomes your best option.
Wall Combos
Listed by Starter
W! = Wall Stun
6K(W!)K
3B
CH 3B, W!
2A+BB, DNK, iMCF, 22B, 3B, W!, DNK, 3B - 92 dmg
33B, W! (Non-CH 3B causes a face-first wall splat)
1B+K, A+G
CH 33B, W!
2A+BB, DNK, iMCF, 22B, 3B, W!, DNK, 3B - ~101 dmg
33K, W!
2A+BB, DNK, iMCF, 22B, 3B, W!, DNK, 3B - 89 dmg
9K, W!
1B+K, A+G_B+G (Back throw. Back throws can be broken by Astaroth and Voldo).
2A+BB, 33B, 1K, 8A+K
Other Notes
- If you're too far from the wall, 3B does not always wall stun.
- If you have your opponent's back to a wall, CH DGF A, DGF B, 3B will usually push them far enough to get a wall stun. iMCF, 22B will also do this.
- Unless your lined up with the wall it's possible that the 3A in 3AB will whiff. This is especially true if you're on the opponent's left side. 3B is the safer bet to use unless you're positive you're lined up correctly.
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i9: 2aB
i10: FC aB
i11: A
i12: a:B+K
i13: K/FC A
i14: 2A/BT A/3K
i15: 3A/4A/6A/bA/6K/2K/FC 2K/6A+B/6A+K
i16: 1A/B/2B/FC 2B
i17: 6B/3B/WS A/WS B/FC 1K/33B/44bB/66K/A+G_B+G
i18: BT B/WS K/44bB
i19: FC 3K/33K
i20: 1B
i21: 4K
i22: 2A+B/3B+K
i23: 3A+B/1B+K/66A/66B/66B+K
i24: 4B/22A/11B
i26: 22B/44bA
i28: 214A/22K
i29: 44A/66A+B
i30: 8A+K
i32: 11_77_99_33A+B
i36: 1K
Horizontals:
A
B -7
H -1
CH +1
AA
B -5
H +5
A:B+K
B -9
H +3
6A
B -3
H +7
3A
B -14
H -4
3AB
B -21
H XXX
2A
B -6
H +4
2a:B = iMCF
B -6
H +4
1AAAA
B -17 (All Versions of it)
H - a lot
4AAAA
B -14 (All Versions again)
H -3
214A
TC at frame 2
B -17
H XXX
FCA
B -6
H +4
FCaB
B -6
H +4
8A
B -6
H +4
WS A
B -9
H +1
CH +1
Verticals:
B
B -8
H +1
CH +3
BB
B -6
H +4
bA
B -14
H +2
6B
B -12
H +4
3B
B -17
H XXX
2B
B -8
H +-0
1B
B -14
H -4
4B
B -4
H XXX
FC B
B -8
H -1
8B
B -8
H +2
WS B
B -9
H XXX
CH XXX
Kicks:
K
B -8
H +2
6K
B -21
H XXX
6KK
B -20
H XXX
6K2K
B more than -25
H -12 (Of course if just 2k hits)
3K
B -8
H +2
2K
B -14
H -4
1K
B -12
H XXX
4K
B -16
H XXX
4KB
B -14
H XXX
H2 -4
FC 3K
B -22~-23
H XXX
FC K
B -14
H -4
FC 1KKKK
B: more than -i20, FC 1K about -i21, FC 1KKKK even unser
H: FC 1K safer than -i13, FC 1KK -14, FC 1KKK -14, FC 1KKKK unsafe than -22, FC 1KKKKK gives Sophie a Free 66B on Hit
8K
B -8
H XXX
WS K
B -8
H +4
CH SHK
Multi-buttons:
A+B
B +15
H XXX
6A+B
B -25
H -16
6A+BB
B -14
H -4
6A+BBBB
B -8
H XXX
3A+B
B -18
H XXX
2A+B
B -8
H +3
2A+BB
B -8
H +13
3B+KB (and 3B+K:B)
B -16
H XXX
1B+K
B -3
H +3
9B+KK
B -13
H XXX
9B+KK
B -14
H XXX
6A+K
B -13
H -5
6[A+K]4
B XXX
H +13
6[A+K]
B XXX
H +13
8WAYRUN:
66_33_99A
B -14
H +4
22_88A
B -8
H +1~+2
11_77A
B -14~-15
H +3
44A
B -8
H +8
66B
B -12
H XXX
33B
B -12
H +3
CH LNC
33B B+K
B -14
H ???
33B B+K A+B
B -20
H ???
33B B+K A+B K
B -18
H LNC
CH LNC
22_88B
B -14
H -4
11_77B
B -18
H +-0
44bA
B -12
H XXX
44bAG
B -5~-6
H XXX
44bB
B -12
H +1
66K
B -11
H XXX
33_99K
B -16
H XXX
22_88K
B -1
H XXX
66A+B
B -7
H XXX
66A+B2B
B -20
H -2
44_22_88B+K
B -8
H XXX
Sliding Kick
B -24
H XXX
Throws:
B+G4
B XXX
H +13
B+G6
B XXX
H +13
Stance Moves:
INT B
B -16
H XXX
INT A
B -12 (Can be punished e.g by Hildes 6A+K or JF Umbrella)
H XXX
INT K
B -8
H +2
REF A
B -20
H XXX
CH XXX
REF B
B -14
H moren than +10, less than i14, unable to test further right now.
REF BK
B -5
H XXX
REF K
B -5
H XXX
2B+K = MED
TC at 13th frame
MED A
B -15~-16
H -3
MED K
B -19
H XXX
B+K=FLE
TJ on the 7th frame
FLE B
B -8
H +3
FLE [ B ]
B +-0
H XXX
FLE K
B -16
H +2
FLE 66
B -24
H -15
8B+K = DGF
TJ on the 10th frame
DRG K
B -22~-23
H XXX
DRG B
B -5
H XXX
SDRG A
B -8
H XXX
BT Moves
BT A
B -2
H +8
BT B
B -8
H +4
BT K
B -4
H +4
BT 2K
B -20
H x
edit: corrected a:B+K, 4B and added BT2K block stun. added tc for for 214A(Yosh 6B -12 blocked by kilik attack with 6A i13. yoshi 214A TCed). added 6A to impact data.
edit2: added TJ frames for B+K and 8B+K and TC for 2B+K. added 2a:B. throws are i17
edit3: changed FCaB and 2a:B block/hit
edit4: added 6A+B and 6A+BB
edit: 5 added 8B
edit 6 (HajimeOwari): added 33A+B to the execution list.
edit 7 (HajimeOwari): added A and B data. Credit to Mikosu.x
edit 8 (HajimeOwari): Execution - Added BT A, BT B, 44bB. Frame data - Added WS A, 33B and strings, REF A.
Delete this thread if needed.
The definition of a combo is a series of inputs/moves that are guarenteed to connect to the opponent, one input/move after the other. If there is a combo that only works during a specific scenario i.e. wall, character, position around character, then please specify. Much credit to RDDK for his combo video.
REF = Reflection stance (4B+K)
INT = Intimidation stance (6B+K)
DGF = Dragonfly stance (8B+K)
SDGF = Super Dragonfly (DGF 8B+K)
DNK = Doorknocker (6A+BBBB)
iMCF = Instant Manji Carve Fist (2a:B)
Juggles that end in a:B+K, 66B are only guaranteed on Maxi, Hilde, Siegfried, Nightmare, Astaroth, Rock, and Lizardman unless stated otherwise.
9A+B_SDGF B, DNK, DNK, 3B combos are only possible on Raphael, Taki, Zasalamel, Tira, Lizardman, and Algol.
Natural Combos(NC)
AA
1AAA
4AAA
BB
33B B+K
33B B+K A+B K - The last two hits are a NC.
4KB
6K2K
66B+K A+B K - The last two hits are a NC.
FC 1KKK
6A+BB
3B+KB
3B+K
[*]REF BK
Natural Combos on Counter Hit (NCC)
2A+BB
3AB
6[A+K]
6[A+K]4
4A jfs
DNK
iMCF combos
3B
a:B+K, 1B (52 dmg)
a:B+K, 66B (58 dmg)
4A: A: A: A, a:B+K, 1B (71 dmg)
4A: A: A: A, a:B+K, 66B
33B B+K (60 dmg)
6K (48 dmg)
DNK, 3B (55 dmg)
CH 3AB_CH 3B (Damage is based off of a CH 3AB starter)
a:B+K juggle
4A: A: A: A, a:B+K, 1B
4A: A: A: A, a:B+K, 66B
44bB, 44bB,...
44bB, a:B+K, 1B (64 dmg)
44bB, a:B+K, 66B
44bB, 33B B+K (68 dmg)
6K
33B B+K
DNK, 3B
214A
66B
DNK, 3B
66A+B (68 dmg)
9B+KK (71 dmg)
1K
8K
a:B+K, 66B (73 dmg)
8A+K (~77 dmg)
2A+K (109 dmg)
33B B+K (75 dmg)
CH iMCF
214A combos
22B, CH 3AB_CH 3B combos
CH 3AB_CH 3B combos
66B combos
66 combos
[*]66A+B, 3B (64 dmg)
[*]3[A+B], FLE 66 (38 dmg)
[*]RCC 3B+K:B, a:B+K, 66B
[*]RCC 2A+BB, 3B+K:B, a:B+K, 66B
[*]RCC 2A+BB, 3B+K:B, a:B+K (62 dmg)
[*]RCC 2A+BB, 66 combos
CH 22B
3AB_3B combos
CH 33B
33B B+K
a:B+K, 66B (63 dmg) - Works on all characters.
CH 11A
3B (49 dmg)
CH 22A
3B
(33B B+K)A+B K
8A+K (76 dmg. Can vary based on # of hits)
G 8K
66B
a:B+K, 66B
DNK, DNK, 3B (77 dmg)
66{B}
INT B
INT K, DNK, 3B (72 dmg)
INT K, a:B+K, 1B (67 dmg)
33K
a:B+K, 1B (48 dmg)
A+B
3B
66B (50 dmg)
B+G4_6
K
a:B+K
CH 6[A+K]
K
iMCF, 1B+K, 6[A+K], a:B+K (100 dmg + life gain) - Credit to RDDK.
iMCF combos
a:B+K, iMCF combos
A+B on block; GB
6K2K (51 dmg)
CH A+B
CH 3AB combos
9A+B2_9A+Bg_9A+B
66B (68 dmg)
2[A+B], FLE 66 (76 dmg)
DNK, DNK, 3B (90 dmg)
66A+B
3b (57 dmg)
66B from max range hit (63 dmg)
11_77_99_33 A+B (80-90dmg typically)
iMCF Combos
FC 3K
2K
DNK (58 dmg) - Mitsu only. From Mitsu's front to his left side.
CH a:B+K
iMCF Combos
66A+B
CH 1B+K
bA
3AB_3B Combos
66B Combos
4KB
66A+B
9B+KK
BT 2K
66B (33 dmg)
FLE {B}_CH FLE B
a:B+K Combos
33B B+K (64 dmg)
FLE K
DGF A (slightly delayed)
DGF A+B (66 dmg)
CH DGF A
DGF B, 3B combos
DGF B (Close to medium distance)
3B combos
DGF B (max range)
66B
DGF K
DNK, 3B (64 dmg)
2[A+B], FLE 66 (62 dmg)
FC 1K JF (66 dmg)
SDGF B
2[A+B], FLE 66 (85 dmg)
66A+B (82 dmg)
DNK, DNK, 3B (89 dmg)
INT A
66A+B (62 dmg)
DNK, 3B (67 dmg) - Close range only.
9B+KK (62 dmg)
REF A
DNK, DNK, 3B (64 dmg)
FC 1KKKK
9B+KK
REF K
BT 2B (32 dmg)
BT 2K (28 dmg)
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An important note on stuns in wall combos
Like all combos in SCIV, you are not allowed to re-stun with the same type of stun twice. For Yoshimitsu, it's important that I say same type of stun and not same stun, because Yoshimitsu's stuns are separated into fives categories:
CH 22B
CH WS K
CH DGF A
CH iMCF, CH FC a:B, CH 6B
Everything else:
CH a:B+K
CH 44bB
CH 2A+BB
CH 1B+K
CH A+B
So, if you start a combo with CH a:B+K, iMCF, 22B, 3B and end up hitting the opponent into the wall, you cannot re-stun with any stun on the wall thereafter. At that point 3AB becomes your best option.
Wall Combos
Listed by Starter
W! = Wall Stun
6K(W!)K
3B
CH 3B, W!
2A+BB, DNK, iMCF, 22B, 3B, W!, DNK, 3B - 92 dmg
33B, W! (Non-CH 3B causes a face-first wall splat)
1B+K, A+G
CH 33B, W!
2A+BB, DNK, iMCF, 22B, 3B, W!, DNK, 3B - ~101 dmg
33K, W!
2A+BB, DNK, iMCF, 22B, 3B, W!, DNK, 3B - 89 dmg
9K, W!
1B+K, A+G_B+G (Back throw. Back throws can be broken by Astaroth and Voldo).
2A+BB, 33B, 1K, 8A+K
Other Notes
- If you're too far from the wall, 3B does not always wall stun.
- If you have your opponent's back to a wall, CH DGF A, DGF B, 3B will usually push them far enough to get a wall stun. iMCF, 22B will also do this.
- Unless your lined up with the wall it's possible that the 3A in 3AB will whiff. This is especially true if you're on the opponent's left side. 3B is the safer bet to use unless you're positive you're lined up correctly.
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i9: 2aB
i10: FC aB
i11: A
i12: a:B+K
i13: K/FC A
i14: 2A/BT A/3K
i15: 3A/4A/6A/bA/6K/2K/FC 2K/6A+B/6A+K
i16: 1A/B/2B/FC 2B
i17: 6B/3B/WS A/WS B/FC 1K/33B/44bB/66K/A+G_B+G
i18: BT B/WS K/44bB
i19: FC 3K/33K
i20: 1B
i21: 4K
i22: 2A+B/3B+K
i23: 3A+B/1B+K/66A/66B/66B+K
i24: 4B/22A/11B
i26: 22B/44bA
i28: 214A/22K
i29: 44A/66A+B
i30: 8A+K
i32: 11_77_99_33A+B
i36: 1K
Horizontals:
A
B -7
H -1
CH +1
AA
B -5
H +5
A:B+K
B -9
H +3
6A
B -3
H +7
3A
B -14
H -4
3AB
B -21
H XXX
2A
B -6
H +4
2a:B = iMCF
B -6
H +4
1AAAA
B -17 (All Versions of it)
H - a lot
4AAAA
B -14 (All Versions again)
H -3
214A
TC at frame 2
B -17
H XXX
FCA
B -6
H +4
FCaB
B -6
H +4
8A
B -6
H +4
WS A
B -9
H +1
CH +1
Verticals:
B
B -8
H +1
CH +3
BB
B -6
H +4
bA
B -14
H +2
6B
B -12
H +4
3B
B -17
H XXX
2B
B -8
H +-0
1B
B -14
H -4
4B
B -4
H XXX
FC B
B -8
H -1
8B
B -8
H +2
WS B
B -9
H XXX
CH XXX
Kicks:
K
B -8
H +2
6K
B -21
H XXX
6KK
B -20
H XXX
6K2K
B more than -25
H -12 (Of course if just 2k hits)
3K
B -8
H +2
2K
B -14
H -4
1K
B -12
H XXX
4K
B -16
H XXX
4KB
B -14
H XXX
H2 -4
FC 3K
B -22~-23
H XXX
FC K
B -14
H -4
FC 1KKKK
B: more than -i20, FC 1K about -i21, FC 1KKKK even unser
H: FC 1K safer than -i13, FC 1KK -14, FC 1KKK -14, FC 1KKKK unsafe than -22, FC 1KKKKK gives Sophie a Free 66B on Hit
8K
B -8
H XXX
WS K
B -8
H +4
CH SHK
Multi-buttons:
A+B
B +15
H XXX
6A+B
B -25
H -16
6A+BB
B -14
H -4
6A+BBBB
B -8
H XXX
3A+B
B -18
H XXX
2A+B
B -8
H +3
2A+BB
B -8
H +13
3B+KB (and 3B+K:B)
B -16
H XXX
1B+K
B -3
H +3
9B+KK
B -13
H XXX
9B+KK
B -14
H XXX
6A+K
B -13
H -5
6[A+K]4
B XXX
H +13
6[A+K]
B XXX
H +13
8WAYRUN:
66_33_99A
B -14
H +4
22_88A
B -8
H +1~+2
11_77A
B -14~-15
H +3
44A
B -8
H +8
66B
B -12
H XXX
33B
B -12
H +3
CH LNC
33B B+K
B -14
H ???
33B B+K A+B
B -20
H ???
33B B+K A+B K
B -18
H LNC
CH LNC
22_88B
B -14
H -4
11_77B
B -18
H +-0
44bA
B -12
H XXX
44bAG
B -5~-6
H XXX
44bB
B -12
H +1
66K
B -11
H XXX
33_99K
B -16
H XXX
22_88K
B -1
H XXX
66A+B
B -7
H XXX
66A+B2B
B -20
H -2
44_22_88B+K
B -8
H XXX
Sliding Kick
B -24
H XXX
Throws:
B+G4
B XXX
H +13
B+G6
B XXX
H +13
Stance Moves:
INT B
B -16
H XXX
INT A
B -12 (Can be punished e.g by Hildes 6A+K or JF Umbrella)
H XXX
INT K
B -8
H +2
REF A
B -20
H XXX
CH XXX
REF B
B -14
H moren than +10, less than i14, unable to test further right now.
REF BK
B -5
H XXX
REF K
B -5
H XXX
2B+K = MED
TC at 13th frame
MED A
B -15~-16
H -3
MED K
B -19
H XXX
B+K=FLE
TJ on the 7th frame
FLE B
B -8
H +3
FLE [ B ]
B +-0
H XXX
FLE K
B -16
H +2
FLE 66
B -24
H -15
8B+K = DGF
TJ on the 10th frame
DRG K
B -22~-23
H XXX
DRG B
B -5
H XXX
SDRG A
B -8
H XXX
BT Moves
BT A
B -2
H +8
BT B
B -8
H +4
BT K
B -4
H +4
BT 2K
B -20
H x
edit: corrected a:B+K, 4B and added BT2K block stun. added tc for for 214A(Yosh 6B -12 blocked by kilik attack with 6A i13. yoshi 214A TCed). added 6A to impact data.
edit2: added TJ frames for B+K and 8B+K and TC for 2B+K. added 2a:B. throws are i17
edit3: changed FCaB and 2a:B block/hit
edit4: added 6A+B and 6A+BB
edit: 5 added 8B
edit 6 (HajimeOwari): added 33A+B to the execution list.
edit 7 (HajimeOwari): added A and B data. Credit to Mikosu.x
edit 8 (HajimeOwari): Execution - Added BT A, BT B, 44bB. Frame data - Added WS A, 33B and strings, REF A.