Mitsurugi Frame Data Notes by Ring [Archive]

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Mage

I'll make you submit!
Thanks to Ring, here is the frame data for Mitsurugi in Soulcalibur II:
Ring said:
----------------------------------------------------------------------------
Basic Execution Time
----------------------------------------------------------------------------

Regular & 8WR Moves

i10 = A
i11 = 2A
i12 = K
i13 = B / 6b*9 / 1K / 66K / 33_99K
i14 = 2B / 6b9 / 3K
i15 = A_B+G / 6A / 3A / 6K
i16 = 22_88A / b*6 / 236B
i17 = 6B / b6 / kB / 2K
i18 = 4A / 11_77B / 6b*3
i19 = 236A / 3B / 66B / 33B / 4K
i20 = bA
i21 = 1B / 236{1} / 22_88B / 2A+B / A+K
i22 = 44A / A+B
i23 = 66A / 33_99A / 44B
i24 = 63214[A] / 4A+K
i25 = a6
i27 = B+K
i29 = 236{2} / 66A+B
i31 = 11_77A / 4B / 4B+K
i32 = 236[A]
i34 = 6b4 / 6b:3
i35 = 1A
i41 = 1
i55 = 1[A]
i70 = 1A,B
i90 = 1[A],B

i29 = 66A+B
i32 = 66A+B~G
i41 = 66A+B~G~BT A
i42 = 66A+B~G~A

i31 = 4B
i34 = 4B6~MS A+B {GI1}
i39 = 4B6~MS A+B {GI2}
i42 = 4B6~MS A


FC & WS Moves

i12 = FC A / WS K
i14 = FC K
i15 = WS B / FC B / 6A / 6K
i16 = FC 3B / FC 1B
i17 = WS A / 6B
i18 = 4A
i19 = 4K
i22 = WS A+B / FC 6A+K
i25 = FC 4A+K
i27 = FC 6A+B~MS A
i29 = FC 1A+B
i33 = FC 4B+K
i34 = FC 4A+B~RL K


Jumping & WL Moves

i21 = 8K
i24 = 8B
i25 = 8A
i34 = WL K
i35 = WL 5~G
i40 = WL A
i41 = WL B
i56 = [G]~8A+B


Back Turned Moves

i10 = BT A / BT 2A
i11 = BT K
i12 = BT 2K
i13 = BT B / BT 2B


Stance Moves

Stance moves appearing in parenthesis represent base speed when already in stance.

---
Mist

i12 = (MS A)
i19 = (MS B) / (MS K)

i18 = 6A+B~MS A+B {GI1}
i23 = 6A+B~MS A+B {GI2}
i26 = 6A+B~MS A
i33 = 6A+B~MS B_K
i47 = 6A+B~MS A+B
i53 = 6A+B~MS B+K~RL K

---
Relic

i10 = (RL [A+B]*4)
i18 = (RL K)
i20 = (RL B)
i23 = (RL A)

i33 = 4A+B~RL K
i35 = 4A+B~RL B
i38 = 4A+B~RL A
i46 = 4A+B~RL B+K~MS A
i51 = 4A+B~RL G
i53 = 4A+B~RL 4A+B
i58 = 4A+B~RL [A+B]{1}
i61 = 4A+B~RL G~A
i69 = 4A+B~RL [A+B]{2}
i87 = 4A+B~RL [A+B]{4}
i88 = 4A+B~RL [A+B]{3}

---
Half Moon Dance

i8 = (HMD ~A)
i19 = (HMD K) / (HMD *K)
i21 = (HMD B)
i24 = (HMD A)

i33 = 2_8B+K~HMD ~A
i44 = 2_8B+K~HMD K
i46 = 2_8B+K~HMD B
i49 = 2_8B+K~HMD *B
i50 = 2_8B+K~HMD 6A+B~MS A
i54 = 2_8B+K~HMD *K
i56 = 2_8B+K~HMD 5~G
i57 = 2_8B+K~HMD 4A+B~RL K
i63 = 2_8B+K~HMD A
i65 = 2_8B+K~HMD 5~A
i66 = 2_8B+K~HMD bA
i69 = 2_8B+K~HMD *bA
i72 = 2_8B+K~HMD *A

---
Full Moon Dance

i19 = (FMD K)

i41 = 3_9B+K~FMD
i57 = 3_9B+K~FMD K
i80 = 3_9B+K~FMD A
i85 = 3_9B+K~FMD B
The next section covers slightly more advanced frame data where the recovery time may vary slightly:
Ring said:
-------------------------------------------------------------------------------
Advanced Data
-------------------------------------------------------------------------------

There are some moves which show fluctuation in their attack speed - depending on what kind of move they encounter, i.e. faster against linear / downward / horizontal etc.. Some have evasive frames, sway motion depending on position in space / distance to opponent. I haven't had the time to specify against what types of moves what speed applies for the relative attack. But it might already help to understand certain occurrences when trying to reproduce frame data.

A
i10~i11

6A
i14~i15

1A
i35~i36
May get broken earlier during animation.

1[A]
i55~i56

1A,B
i70~i71

33_99A
i22~i23

22_88A
i15~i16

---
B
i13~i14

6b:3
i34~i35

1B
i21
Breaks horizontal attacks up to two frames before true impact.

1
i41
Breaks horizontal attacks up to two frames before true impact.

11_77B
i18~i19

44B
i22~i23

---
A+B
i22~i23

2A+B
i20~i22

66A+B
i29~i30

B+K
i26~27

4B+K
i31
Evasive frames around impact frame.

---
WS K
i12~i13

---
8A
i25~i26

8B
i24~i25

WL B
i40~i41

---
lBT A
i10~i11

BT 2A
i10~i11

BT B
i13~i14

BT 2B
i13~i14

BT K
i11~i12

BT 2K
i12~i13

---
(MS B)
i18~i19
Ignores special-high / linear / upwards in impact frame.

(MS A+B)
i32~i33
May cause clash / break before impact frame.

(RL A)
i23~i24

(RL B)
i20~i21

---
4A+B~RL 4A+B
i53~i54

4A+B~RL [A+B]{1}
i58~i59

4A+B~RL [A+B]{2}
i68~i70

4A+B~RL [A+B]{4}
i87~i88

2_8B+K~HMD A
i63~i64
This section shows the differences between recovery frames after landing an attack on normal hit, counter hit, crouched hit, grounded hit or the recovery frames after your attack is blocked or blocked while rising:
Ring said:
----------------------------------------------------------------------------
Block/Hit Stun
----------------------------------------------------------------------------
H = regular hit
C = counter hit
D = crouched hit
G = grounded hit
B = blocked
R = blocked while rising


Some advice on reading this:

Frame advantage is a fluctuating number. The amount varies with the moment of impact. Your recovery time starts as soon as you've input a move. Your opponents hit / block stun starts from the impact frame. Therefore, the later you hit your opponent during the animation of a move, the more advantage / less disadvantage you end up with. Try to touch your opponent with the tip of the sword / foot for maximal advantage / minimal disadvantage.

Example:
A
H +6~7
B -4~-3
---
close range / early impact:
H +6
B -4
far range / late impact:
H +7
B -3

This fluctuation is not only affected by range but also by position in space. Almost all horizontal and a few selected verticals may score special late hits on sidewalking opponents

Example:
4A
H +4~5
B -5~-4
SL
H +5~7
B -4~-2

If 4A connects on an opponent who's stepping to their left, it will impact even later than a max. range hit. This further shifts the relation of your own recovery vs opp's hit block stun to your favor. Indeed, it's possible to identify a special late hit with the following properties:
H +7
B -2


It's also important to know that moves with a block recovery of B -11 or worse may give your opponent free attacks.

Example:
6b3
B -16
---
Guard possible from frame 16+ after opponent's recovery
= Mitsurugi cannot block attacks of speed i15 or faster.
Attack possible 16 frames after opponent's recovery
= all attacks add +16 to their base speed, i12 K will trade hits with opp's attack of speed i28 etc.
Note that blocking low or crouching take an additional frame of recovery. In the same example, Mitsurugi cannot crouch or block low any attacks of speed i16 or faster. Moreover, it is impossible to suffer a crouched hit by medium hitting attacks of speed i16.

There are exceptions, where you'll be able to attack earlier than being able to block and vice versa.

If you ever have trouble in reproducing a particular maximum disadvantage, try using advance guard (g6). This will alter the moment of impact and tends to lead to an early hit more often.

I decided to list which moves force your opponent into crouch. This can be important since many characters don't have access to their fastest moves, making it harder to interrupt your mix-up or more importantly, impossible to punish certain moves on block.
This is mainly indicated by the abbrevation OC, which stands for opponent crouched. This can be extended to further describe under which conditions crouch results. OCB = opponent crouched on block etc.

Moves ending in MS, RL or HMD refer to a different attack chart which is found at the end of this document in the section called stance transition.

I have also specified advantage given by moves which either launch, stun or knock down your opponent. These numbers require different interpretation depending on what type of move they belong to:

KDN = Knock Down

Example:
22B
KDN
H +30~31
---
This reflects the amount of adv. if opp. jumps up backwards after hitting the ground. Jumping up to the sides is character individual; some recover faster after jumping up to their right while they take longer to recover after jumping to their left. It's hard to generalize but I might say so much: each character seems to have a strong side which will allow them to recover faster. These fluctuations do not seem exceed modifications by +/- 4. I'll post a more complete analysis once Im through with all characters.


LNC = Launcher

Example:
3B
LNC
H +44~45
---
This number describes the amount of advantage if an opponent chooses to roll away or towards you and then uses FC/WS attacks. Connected to this is the adv. vs rolling to the sides: it'll take longer until they'll be able to attack: add +6 frames for a single side roll. Unlike jumping after k-type moves, there are no individual differences between the various characters / sides. Now, they'll also be able to recover in FC/WS right when they hit the ground by inputting G+any direction. This is quite difficult but it allows them to act 13 frames earlier. Just subtract this number from the original number.


DOS = Double Over Stun

Example:
3A
DOSc
C +31
---
This number reflects the amount of standing frames. In this example, any attack of speed i31 or faster will connect on regular standing hit. If the opponent escapes the stun as fast as possible, subtract 30 frames from the original number. In this example, earliest escape leads to +1 frame for Mitsurugi. Of course, this is not the case when breaking the stun on reaction. It requires anticipation. Average escape time only reduces advantage by around 20 frames.


Regular Moves

A
H +6~7
B -4~-3

A,A
H +3~4
B -6~-5

a6
H -13~-11
B -23~-21

6A
H +6~7
C +11~12
B -6~-5

6A,A
DOSc
H -12~-10
C +19~21
B -21~-19

3A
DOSc
H +2
C +31
B -7

2A
~FC
H +4~5
B -6~-5

1A
KDN
H +30~31
B -18~-17
SL
H +32
B -16

1A*1
~FC
KDN
H +40~41
B -8~-7
SL
H +42
B -6

1A,B
LNC
H +56~58
B +36~38

4A
OBTc
H +4~5
B -4~-3
SL
H +5~7
B -3~-1

4A6
~MS
H +6~7
B -2~-1

236A
H -10
C -8
B -8

236[A]
H -10~-9
C -8~-7
B +2~3

---
B
OCD
H -4~-3
D -3
B -8~-7

B,B
OCD
H +0
B -10

B,B6
~MS
H +6
B -4

B*B
H +0~1
B -15~-14

B*B2_8
~HMD
H +2~3
B -13~-12

b6
KDNc
H +0~2
C +53~55
B -16~-14
Exceptional recovery: attacks of speed i16 or faster cannot be blocked.

b2_8
OCD
H -10~-9
D -10
B -15~-14
Exceptional recovery: attacks of speed i15 or faster cannot be blocked.

b2_8~1B
KDN
H +27
B -10

bA
KDNc
H +3~6
C +30~33
B -19~-16
Exceptional recovery: attacks of speed i19 or faster cannot be blocked.

6B
OCD
H +5
B -4

6b9
H +8~9
B +1~2

6b3
OCD
H -3
B -16

6b:3
KDN
H +56~58
B -8~-6

6b4
KDN
H +24~26
B -14~-12

6B,4B
DOSc
H +0~3
C +21~24
B -16~-13

6B,4B6
~MS
H -22
B -31

3B
LNC
H +44~45
D +45
B -7~-6
R -6

2B
~FC
OCD
H +2~3
D +3
B -8~-7
R -6

1B
LNC
H +38~39
D +39~40
C +46~47
B -13~-12

1
LNC
H +39~38
D +40
C +47
B -12
SC1
B +28

4B
DOSc
H +0~3
C +21~24
B -16~-13

4
KD
H +62~64
B -14~-12
SC1
B +27~29

236B
KDNc
H -4
C +18
B -9
SC2
B +21

236{1}
KDNc
H -4
C +18
B -9
SC2
B +21

236{2}
KDN
H +18
C +36
B -1
SC2
B +21

---
K
H +2
B -5

k6
KDNc
H +4
C +49
B -9

kB
KDN
H k +29~32
B ~

kB*2
KDN
H k +36~39
B ~

6K
KDNc
H +5~6
C +26~27
B -11~-10

3K
OCD
H +6
B -6

2K
~FC
KDN
H +21
B -29
Exceptional recovery: attacks of speed i29 or faster cannot be blocked.

2K,B
OCD
H -13
B -28

2K,B6
~MS
H -6
B -21

1K
~FC
OCD
H +2
B -8

4K
KDN
H +31~33
B -11~-9

4K,B
OCB
KDN
H +27~29
B -13~-11

4K&B
H ~

---
2A+B
OCD
H1 +5~7
H2 +12~14
D +8
B +0~2
R +3
Special late impact occurs at max. range vs advancing opponent, forward moving attacks or minimal step to opp's right.

A+B~G
LNC
H +34~37
D +35~37
B -14~-11

A+B
LNC
H +37~40
B -14~-11

A&B
H ~

A+G
TRW
H +10

B+G
TRW
H +11

(A_B)+G
TRW
{L} +10
{R} +14
{B} +11

A+K
TRW
H1 +28
H2 -7
D -4
B -21

A+K6
TRW
H1 +10
H2 -7
D -4
B -21

4A+K
H -13~-11
B -23~-21

B+K
OCD
TRW
H1 +10
H2 -1
B g -11~-9 / a -12~-10

4B+K
KDN
H +41~43
D +27~29
B -19~-17


8WR Moves

66A
H +5~7
B -8~-6

66A~2_8
~HMD
H +9~11
B -4~-2

66A,A
H -5~-4
B -9~-8

33_99A
DOSc
H +2~3
C +29~30
B -9~-8

22_88A
H +3~4
C +3~4
B -10~-9
Exceptional recovery: attacks of speed i10 or faster cannot be blocked.

22_88A,A
H +2~3
B -11~-10
Exceptional recovery: attacks of speed i11 or faster cannot be blocked.

22_88A,A6
~MS
B +0~1
H +13~14

11_77A
~FC
KDN
H +32~33
B -11~-9
Exceptional recovery: non-high hitting attacks of speed i11 or faster cannot be blocked. Attacks of speed i12 cannot be blocked but GId.

44A
KDNc
H +2~5
C +24~27
B -10~-7

44[A]
~RL
KDNc
H +6~9
C +28~31
B -6~-3

---
66B
OCD
H +3~4
B -6~-5

66B,B
OCD
H +3~4
D -13~-12
B -22~-21

66B,B2_8
~HMD
H +10~11
B -15~-14

66B,B,B
OCB
KDN
H +23~24
B -19~-18
SL
H +24~25
B -18~-17

66B,B,
KDN
H +26
B +16
SL
H +27~28
B +17~18

33_99B
LNC
H +43~46
D +44~46
B -12~-9

33_99
~RL
LNC
H +37~40
D +38~40
B -9~-6

33_99B,B~G
LNC
H +34~37
D +35~37
B -21~18
Exceptional recovery: attacks of speed i19 or slower can be blocked.

33_99B
~B
LNC
H +27~29
D +28~29
B -20~-18

*B{1}
LNC
H +33~35
D +34~35
B -20~-18

*B{2}
LNC
H +33~35
D +34~35
B -20~-18

33_99B&B
H ~

33_99B&*B{1}
H ~

33_99B&*B{2}
H ~

22B
OCB
KDN
H +30~31
B -12~-11
R -10

88B
OCB
KDN
H +30~31
B -12~-11
R -11

SC2
22_88B,B
OCB
KDN
H +35~36
B -17~-16

11_77B
H +0~1
B -11~-10

11_77B,A
H +0
B -12

11_77B,A6
~MS
H +5
B -7

11_77B,A,B~G
H -13
B -25
Allows for BT moves at same disadvantage.

11_77B,A,B
OCB
KD
H +31~32
B -12~-11
R -10

44B
OCB
H +42
D +43
B -4

44B,B
H +22~23
D +23~24
C +23~24
B -17~-16

44B,
H +30~31
D +31~32
C +31~32
B +19~20

44B&B
LNC
H +24~25

---
66K
KDNc
H +4
C +49
B -9

33_99K
KDNc
H +7
C +52
B -6

22_88K
KDNc
H +7~8
C +29~30
B -3~-2

11_77K
44K
KDN
H +31~33
B -11~-9
See 4K series.

---
66A+B
KDN
H +36~37
B -4~-3
R -2


FC & WS

WS A
OCD
H +1
B -8

WS A,A
OBT
H +6~7
B -3~-2

FC A
~FC
OCD
H +7
B -3

WS B
OCD
H +7
B -4

FC 3B
OCD
H +0~2
B -10~-8

FC 2B
~FC
OCD
H +0
B -10

FC 1B
LNC
H +33~34
D +34~35
B -10~-9

FC 1B,B
KDN
H +20~22
D +21~22
B +29~30
R +31~32

FC 1B&B
KDN
G +15

WS A+B
LNC
H +38~39
D +39~40
C +43~44
B -13~-12

FC 1A+B
KD
H +32~33
B -16~-15

WS K
OCD
H +5~7
B -7~-5

FC K
OCD
H +1
B -9


Jumping & WL

8A
OBT
H +8~9
B -3~-2

WL A
H +0~3
B -10~-7

8B
OCD
H +3~4
B -7~-6

WL B
~FC
OCB
KDN
H +35~37
D +36~37
B -7~-5

8K
H +3~4
B -10~-9

WL K
OCD
H +7
B -3

[G]9A+B
OCB
KDN
H +37~39
B -5~-3

[G]8A+B
KDN
H +40~42
B -5~-3

[G]7A+B
OCD
H +5~7
B -9~-7

WJ A+B
OCB
KDN
H +37~39
B -5~-3


Back Turned Moves

BT A
H +7~8
B -1~0

BT 2A
~FC
OCD
H +5~6
B -6~-5

BT B
OCD
H +8
B -2

BT 2B
~FC
OCD
H +8~9
B -2~-1

BT K
H +9~10
B -6~-5

BT 2K
~FC
OCD
H +4~6
B -6~-4


Stance Moves

MS A
~MS
H -2
C +7
B -5

MS A~B+K
~RL
H -4
C +5
B -7

MS A,A
MS A,A,A
H +0
B -10

MS A,A~B+K
MS A,A,A~B+K
~RL
H +7
B -3

MS B
MS A,B
~MS
H +7~8
B -10~-9

MS B
MS A,B
TRW
H +28

MS B6
MS A,B6
TRW
H +10

MS B~G
MS A,B~G
H -7~-6
B -24~-23

MS K
MS A,K
H -5~-3
B -15~-13
Exceptional recovery: non-high hitting attacks of speed i15 cannot be blocked. Attacks of speed i16 cannot be blocked but GId.

MS A+B
OCB
KDN
H +49~51
D +50~51
B -4~-2
R -2~-1

---
RL A
KDN
H +17~18
B -12~-11

RL A,B
~MS
KDN
H +12~13
B -17~-16

RL B
KDN
H +39~41
D +25~27
B -18~-17
R -16

RL 4A+B~G / [A+B]{1}~G
KDN
H +11~12

RL 4A+B / [A+B]{1}
~RL

RL A+B{2}~G / A+B{4}~G
KDN
H +29~31

RL A+B{2} / A+B{4}
~RL

RL A+B{3}
KDN
H +25~26

RL K
OCD/C
H -5
B -20
Exceptional recovery: attacks of speed i13 / i28 cannot be blocked but GId.

RL [K]
~RL
H +5
B -10

---
HMD ~A
H +3
B -7

HMD A
H +4~5
B -7~-6

HMD A,A
KDN
H +49~50
B -5~-4

HMD A,A~4A+B
~RL
KDN
H +66~67
B +12~13

HMD B
OC
H +5~6
D +6
B -16~-15

HMD B,B
KDN
H -3
D +46
B -13

HMD bA
KDN
H +27
B -10

HMD ~K
OCD
H -7
B -15

HMD *K
OCD
H -5
B -15

---
FMD A
KDN
H +3

FMD
H -1~+2
B -17~-14

FMD B
KDN
H +32~34

FMD K
OCD
H -4
B -12


Stance Transition

Specified advantage always refers to the chart at the beginning of a section. Manual transition is treated seperately. Interestingly enough, I found that there are individual differences between the various strings/starters. For instance, MS throw speed, earlier block recovery than regular, earlier HMD A. These are listed as seperate entries under the relative string, replacing regular data.

---
Mist

i4 = A+B {GI1}
i6 = K {TC}
i9 = A+B {GI 2}
i12 = A
i19 = B_K
i33 = A+B
i39 = RL K
i41 = RL B
i41 = RL~G
i44 = RL A
i51 = RL~G~A


4A6
H +6~7
B -2~-1
i17 = g(A_B)
i20 = (A_B)+G
i29 = ~G
i35 = ~G~A

22_88A,A6
B +0~1
H +13~14
i17 = g(A_B)
i20 = (A_B)+G
i29 = ~G
i35 = ~G~A

B,B6
H +6
B -4
i17 = g(A_B) / (A_B)+G
i27 = ~G
i33 = ~G~A

6B,4B6
H -22
B -31
i26 = ~G
i32 = ~G~A

11_77B,A6
H +5
B -7
i15 = (A_B)+G
i17 = g(A_B)
i24 = ~G
i30 = ~G~A

2K,B6
H -6
B -21
i17 = g(A_B) / (A_B)+G
i29 = ~G
i35 = ~G~A

MS A
H -2
C +7
B -5

MS B
MS A,B
H +7~8
B -10~-9

RL A,B
KDN
H +12~13
B -17~-16

---
6A+B~MS = i14

66B,B,
B +16~18
~6A+B
MS
B +2~4

44B,{2}
B +20
MS
B +5~6

SC1 4
B +27~29
MS
B +13~15

SC1 1
B +28
MS
B +14

---
Relic

i18 = K
i20 = B
i23 = A
i23 = MS A+B{GI 1}
i25 = MS K{TC}
i28 = MS A+B{GI 2}
i31 = MS A
i36 = ~G
i38 = 4A+B
i38 = MS B_K
i43 = [A+B]{1}
i46 = ~G~A
i50 = MS~G
i52 = MS A+B
i54 = [A+B]{2}
i66 = MS~G~A
i72 = [A+B]{4}
i73 = [A+B]{3}


44[A]
KDNc
H +6~9
C +28~31
B -6~-3
i34 = ~G
i44 = ~G~A

33_99
LNC
H +37~40
D +38~40
B -9~-6
i44 = ~G
i54 = ~G~A

MS A~B+K
H -4
C +5
B -7
i20 = ~G
i30 = ~G~A

MS A,A~B+K
MS A,A,A~B+K
H +7
B -3
i20 = ~G
i30 = ~G~A

RL [K]
H +5
B -10
i20 =~G
i30 = ~G~A

HMD A,A~4A+B
KDN
H +66~67
B +12~13

---
4A+B~RL = i15

66B,B,
~4A+B
RL
B +1~3

44B,{2}
RL
B +5~6

SC1 4
RL
B +12~14

SC1 1
RL
B +13

---
Half Moon Dance

i8 = ~A
i19 = K{1}
i19 = MS A+B{GI 1}
i21 = B
i21 = MS K{TC}
i24 = *B
i24 = MS A+B{GI 2}
i27 = MS A
i29 = *K{1}
i30 = K{2}
i31 = N~G
i34 = *K{2}
i34 = MS B_K
i34 = RL K
i36 = RL B
i38 = A
i39 = RL A
i40 = N~A
i41 = bA
i44 = *bA
i47 = *A
i48 = MS A+B
i54 = RL 4A+B


B*B2_8
H +2~3
B -13~-12
i34 = A

66B,B2_8
H +10~11
B -15~-14
i34 = A

66A2_8
H +9~11
B -4~-2

---
2_8B+K = i25

66B,B,
~2_8B+K
HMD
B -9~-7

44B,{2}
HMD
B -5~-4

SC1 4
HMD
B +2~4

SC1 1
HMD
B +3

1A,B
HMD
B +11

---
Full Moon Dance

3_9B+K~FMD
i41 =
i57 = K
i66 = ~[any direction]~A
i72 = ~G
i74 = *K
i78 = HMD ~A
i79 = N~A
i80 = A
i85 = B
i85 = ~[any]~66A+B
i88 = *B
i92 = *A
Please note that this is subject to change as PS may decide to release patches with the HD version.
 
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