Yoshitmitsu Frame Data Notes by Ring [Archive]

Status
Not open for further replies.

Mage

I'll make you submit!
Thanks to Ring, we can post the frame data for most of the Soulcalibur II characters. Here is the frame data for Yoshimitsu:
Ring said:
-------------------------------------------------------------------------------
Basic Execution Time
-------------------------------------------------------------------------------

Regular & 8WR Moves

i4 = A+K
i5 = A+K{GI1}

i10 = 2b:A
i11 = A
i12 = 2A / 1A
i13 = 6b*9 / K / 3K
i14 = B / 2B / 6b9 / 6B+K
i15 = A_B+G / 66A+G / 6A / 3A / 6K / 66K / 33_99K / 22_88K / 6A+B
i16 = 214A+B / 6K+G / 4A / 3B / 2K / 22_88B
i17 = 6B
i18 = bA / 6b*3 / 11_77B / 44bB
i19 = 4K / 11_77K / 66B / 33_99B
i20 = 1B / 66B+K
i21 = 3B+K / 33_99B+K
i22 = 33_99A / 22_88A / 2A+B / 1B+K / 22_88B+K
i23 = 44A
i24 = 44bA
i25 = 66A
i26 = 214A
i29 = 66A+B / 11_77A+B / 44A+B
i30 = 2A+K
i31 = 11_77A / 6b:3
i32 = 9B+K
i36 = 1{1}
i37 = 1K
i39 = 44B+K / 11_77B+K
i40 = 3
i42 = 4B / 2[A+B]
i45 = 66[A+K]
i40 = 236B{1}
i55 = 9A+B~2 / 8A+B / 22_88A+B
i58 = 1{2} / 236B{2}
i71 = 2A+K~A
i80 = 44B

i29 = 66A+B
i40 = 66A+B~2B
i46 = 66A+B~B:6B+K
i48 = 66A+B~G
i52 = 66A+B~G~A+K
i53 = 66A+B~B:3B+K
i54 = 66A+B~B:1B+K
i56 = 66A+B~A~PG 6A+B
i59 = 66A+B~G~A
i65 = 66A+B~A~PG A+B
i82 = 66A+B~B~MD~G / 66A+B~B~MD A+B
i87 = 66A+B~B~MD~G~A+K
i88 = 66A+B~B~MD A
i90 = 66A+B~A~PG~G
i93 = 66A+B~B~MD~G~A
i92 = 1{3}
i113 = 9A+B

i45 = 66[A+K] / 66A+K~G
i54 = 66A+K~BT A

i26 = 4B+K~G
i31 = 4B+K~5~A+K
i33 = 4B+K~3B+K / 4B+K~A~PG 6A+B
i34 = 4B+K~1B+K / 4B+K~2A+B
i37 = 4B+K~5~A
i42 = 4B+K~A~PG A+B
i51 = 4B+K~A~PG K
i61 = 4B+K~A~PG A
i62 = 4[B+K]2~MD~G / 4[B+K]2~MD A+B
i67 = 4B+K~A~PG~G
i73 = 4[B+K]2~MD~G~A
i78 = 4B+K~A~PG~G~A

i39 = 44B+K
i49 = 44B+K~A~PG 6A+B
i50 = 44B+K~G~(WS)
i52 = 44B+K~G
i58 = 44B+K~A~PG A+B
i62 = 44B+K~G~FC 2A
i63 = 44B+K~G~WS B
i65 = 44B+K~B~MD~G / 44B+K~B~MD A+B
i67 = 44B+K~A~PG K
i70 = 44B+K~B~MD~G~A+K
i76 = 44B+K~B~MD~G~A
i77 = 44B+K~A~PG A
i83 = 44B+K~A~PG~G
i88 = 44B+K~A~PG~G~A+K


FC & WS Moves

i12 = FC A
i13 = WS B
i14 = FC 2K
i15 = FC B / WS K / 6A / 6K
i16 = FC 3B / 4A
i17 = WS A / FC 3K / FC 1K / 6B
i19 = 4K
i22 = FC 3B+K
i23 = FC 1B+K


Jumping & WL Moves

i21 = 8K
i24 = 8B
i25 = 8A
i32 = 9B+K
i35 = WL K / WL 5~G
i40 = WL A
i40 = 236B{1}
i41 = WL B
i45 = WL 5~A
i55 = 9A+B~2 / 8A+B / 22_88A+B
i113 = 9A+B


Back Turned Moves

lBT = left rear side, opp. step to the right
rBT = right rear side, opp. step to the left

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

BT attacks on Yoshi's left rear side can be 1 frame slower than indicated, depending on what kind of move they encouter.
Only lBT A / 2A / 2K are affected.

BT attacks on Yoshi's rear right side can be 1 frame faster than indicated, depending on what kind of move they encounter.
Only rBT A / 2A / 2K are affected.

BT B / 2B / K are very consistent in their speed.


Stance Moves

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

---
i15 = (44b*B)
i22 = (44b*A)

---
Pogo

i17 = (PG A+B)

i23 = A+B~PG 6A+B
i32 = A+B~PG A+B
i41 = A+B~PG K
i51 = A+B~PG A
i53 = A+B~PG [A+B]
i57 = A+B~PG~G
i62 = A+B~PG~G~A+K
i66 = A+B~PG B+K~MD~G / A+B~PG B+K~MD A+B
i68 = A+B~PG~G~A
i72 = A+B~PG B+K~MD A
i77 = A+B~PG B+K~MD~G
i82 = A+B~PG B+K~MD~G~A+K
i84 = A+B~PG B+K~MD K
i88 = A+B~PG B+K~MD~G~A

---
Meditation

i51 = B+K~MD~G / B+K~MD A+B
i56 = B+K~MD~G~A+K
i57 = B+K~MD A
i62 = B+K~MD~G~A
i72 = B+K~MD 4_6~G
i75 = B+K~MD 8~PG 6A+B
i79 = B+K~MD K
i80 = B+K~MD B
i83 = B+K~MD 4_6~A
i84 = B+K~MD 7_8_9~PG A+B

---
Soul Charge

i16 = SC1 G
i21 = SC1 A+K
i26 = SC1 2b:A
i27 = SC1 A
i31 = SC2~G
i36 = SC2 A+K
i41 = SC2 2b:A
i42 = SC2 A
This next section shows where the frame data for certain moves may fluctuate:
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.

1A
i12~i13

214A
i25~i26

bA
i18~i19

1B
i19~i20

44bA
i24~i25

2A+B
i21~i22
The final section 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 Data
----------------------------------------------------------------------------
H = regular hit
C = counter hit
D = crouched hit
G = grounded hit
B = blocked
R = blocked while rising


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.
Regular Moves

A
H +7~8
B +0~1

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

6A
H +6~7
B -3~-2

3A
OCD
H +2
B -7

3A,B
H x
B -13~-12
Exceptional recovery: attacks of speed i13 or faster cannot be blocked.

3A*B
H x
B -11~-10

2A
~FC
OCD
H +5
B -5

1A
~FC
OCD
H +4~5
B -6~-5

1A,A
~FC
OCD
H +2~3
B -8~-7
If the first spin connects, consecutive spins only rarely score a late impact. On the other hand, whenever a spin is blocked, the next has a greater chance score a late impact.

4A
H +6
B -1
Allows for rBT attacks at same (dis-)advantage.

4A,A
H +2~3
B -6~-5
All spins allow for rBT attacks at same (dis-)advantage. If the first spin connects, consecutive spins only rarely score a late impact. On the other hand, whenever a spin is blocked, the next has a greater chance score a late impact.

214A
H x
B -30~-28

---
B
OCD
H +5~6
D +6
B -7~-6

B,B
OCD
H +0
B -10

bA
OCD
H -2~-1
C -24
D -1
B -14~-13

6B
OCD
H +3
B -7

6b9
H +6~7
B -1~0
Earliest block impact does not occur against all characters.

6b*3
OCD
H +0
B -13

6b:3
H x
B +0~2
Earliest block impact does not occur against all characters.

3B
H x
C x
B -11~-10

3
H x
C x
B -11~-10

2B
~FC
OCD
H +2~3
B -8~-7

2b:A
~FC
OCD
H +5
B -5

1B
OCD
H -1~0
D +0~1
B -11~-9

1{1}
OCB/D
H -5~-4
C x
B -11~-10

1{2}
H -1~0
C x

1{3}
H x

4B
H x
B +28~29

---
K
H +1
B -9

K,K
H +1~2
B -9~-8

K,K,K
OBT
H +2~3
B -12~-11

6K
H x
B -20

6K,2K
~FC
H x
B -30

6K,K
H x
B -16~-15

3K
OCD
H +0
B -10

2K
OCD
~FC
H +4
B -10

1K
H x
B -16
Exceptional recovery: non-high hitting attacks of speed i16 or faster cannot be blocked. Attacks of speed i17 cannot be blocked but GId.

4K
H +4 / +6
B -11 / -9
No different states of (dis-)advantage in between. Late impact occurs at max. range.

4K,B
OCB/D
H +5~7
C x
B -8~-6
If 4K connects on counter hit, ~B has a greater chance to score late impact.

4K,{1}
OCB/D
H -5~-4
B -12~-11

4K,{2}
H -1~0

---
6A+B
OBT
H +2~3
C +6~7
B -16~-15
Counter spin stun prevents opponent from buffering. Must know exact recovery for earliest retaliation. Premature input or mashing completely prevent attacking for a number of frames = adv. up to +9~10.

2A+B
OCD
H +5~7
D +7
B +0~1
Earliest impact does not occur against all characters.

2[A+B]
H x
B +31~32

2A+B~A~PG~G
H -24~-23
D -23
B -30~-29

2[A+B]~A~PG~G
H x
B +0~1

2A+B,B
H +9~10
C x
B +0~1

---
6B+K
OCD
H -4
B -14

6B+K,B
H -1
B -9

CH
6B+K,B
H +4

6B+K,B,B
H +4
B -7

6B+K,B,B,B
H x
B -12

6B+K,B,B,
H x
B -12

3B+K
OCB
H x
C x
B -3~-2

1B+K
H +9~10
C x
B +0~1

---
A+K
H x
B -16


8WR Moves

66A
H +3~6
B1 -7~-6
B2 -8~-7
Allows for rBT attacks at same (dis-)advantage. Shorter block stun at far / max. range.

33_99A
22_88A
H +2~3
C x
B -14~-13
Exceptional recovery: attacks of speed 14 or faster cannot be blocked.

11_77A
~FC
H +4~6
B -11~-9
Exceptional recovery: non-high hitting attacks of speed i11 cannot be blocked. Attacks of speed i12 cannot be blocked but GId.

44A
H +3~5
C x
B -9~-7

---
66B
33_99B
H x
B -14~-12

66B,B+K
H -4~0
D -3~+1
B -9~-5

66B,[B+K]
~lBT
H -2~+2
D -1~+3
B -7~-3
rBT attacks are also possible but require early JF input.

66B,B+K,A+B
H1 -14
H2 -12
H3 -6
H4 -2
B1 -24
B2 -22
B3 -16
B4 -10
These are the results from either H/B at the very same distance. There may be other states of (dis-)advantage in between. Exceptional recovery: attacks of speed x cannot be blocked. Attacks of speed x+1 cannot be blocked but GId.

66B,B+K,A+B,K
H x
B -28

22_88B
H +4
B -13
Exceptional recovery: attacks of speed i13 or faster cannot be blocked.

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

11_77B,A
H +2~3
B -10~-9

11_77B,A,B~G
H -25~-24
B -37~-36
Yoshimitsu is able to block high and medium hitting attacks with 2G while cancelling ~B.

11_77B,A,B
OCB
H x
B -12~-11
Exceptional recovery: attacks of speed i12 or faster cannot be blocked. Shortly after impact, Yoshimitsu is able to block high and medium hitting attacks with 2G, even when ~B was stepped.

44bB
H +7~8
B -4~-3

44bA~G
H x
B -15
Against most characters, only the 1st spin connects on block, 2nd whiffs, therefore unsafe. It's not possible to cancel right after the 1st spin. Yoshimitsu must know exact recovery for earliest retaliation. Premature input or mashing completely prevent attacking for a number of frames = disadv. up to -18.

44bA
H x
B -12

---
66K
H x
B -13~-10

33_99K
H x
B -11~-8

22_88K
OBTC
H +1~2
B -8~-7

44K
11_77K
See 4K series.

---
66A+B
OCB
H x
B -8~-7

66A+B~2B
OCD
H -7~-5
B -20~-18

22_88A+B
H x
B +35~37
Late impact prevents opponent from buffering. Must know exact reocvery for earliest retaliation. Untimely input or mashing completely prevents attacking for a number of frames = adv. up to +40.

66B+K
See 66B series.

33_99B+K
H x
B -3~-2

22_88B+K
H +9~10
C x
B +0~1


FC & WS Moves

WS A
H +4~5
B -8~-7

FC A
~FC
OCD
H +5
B -5

WS B
OCD
H +5~7
B -6~-4

FC 3B
~FC
OCD
H +1~2
C x
B -9~-8

FC B
~FC
OCD
H +0
B -10

WS K
H x
B -10

FC 3K
H x
B -22~-21
Exceptional recovery: non-high hitting attacks of speed i22 or faster cannot be blocked. Attacks of speed i23 cannot be blocked but GId.

FC 1K
~FC
OCD
H +0~1
B -12~-11
Exceptional recovery: non-high hitting attacks of speed i12 or faster cannot be blocked. Attacks of speed i13 cannot be blocked but GId.

FC 1K,K
~FC
OCD
H -17~-16
B -29~-28
Whenever a kick connects, the next has a greater chance score a late impact. Exceptional recovery: non-high hitting attacks of speed x cannot be blocked. Attacks of speed x+1 cannot be blocked but GId.

FC 2K
~FC
OCD
H +2
B -8


Jumping & WL Moves

8A
OBT
H +4~5
B -7~-6

WL A
H +3~5
B -10~-8

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

WL B
OCB
H x
B -7~-5

8K
H x
B -10

WL K
H x
B -11

9A+B
H x

9[A+B]
H x

8A+B
H x
B +35~37
Guard break properties change on late impact. It causes a buffer lock and prevents opponent from buffering. Must know exact reocvery for earliest retaliation. Premature input or mashing completely prevent attacking for a number of frames = adv. up to +40.

9B+K
H x
B -10~-9

9B+K,K
H x
B -10~-9


Back Turned Moves

lBT = left rear side, opp. step to the right
rBT = right rear side, opp. step to the left

BT B
OCD
H +7~8
B -3~-2

BT 2B
~FC
OCD
H +7~9
B -3~-1

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

rBT A
H +6~7
B -2~-1

lBT 2A
~FC
OCD
H +4~5
B -7~-6

rBT 2A
~FC
OCD
H +3 / +6
B -8 / -5

BT K
H +9~11
B -6~-4

BT 2K
~FC
OCD
H +3~5
B -8~-4


Stance Moves

PG A
~FC
H +5~6
B -18~-17
Exceptional recovery: attacks of speed i18 or faster cannot be blocked. Attacks of speed i19 cannot be blocked but GId.

PG A+B
H +1
B -9

PG [A+B]
H x
B -6
SC1
B +29

PG 6A+B
H -21 / -18 / -17
B -31 / -28 / -27
Moment of impact can be influenced by using 4_6.

PG K
H x
B -20~-19

---
MD A
H +5~6
B -18~-17
Exceptional recovery: attacks of speed i18 or faster cannot be blocked. Attacks of speed i19 cannot be blocked but GId.

MD B
H -7~-6

MD A+B
H1 -14
H2 -10
H3 -3
H4 +3
B1 -24
B2 -21
B3 -12
B4 -6
These are the results from either H/B at the very same distance. There may be other states of (dis-)advantage in between. Exceptional recovery: attacks of speed x or faster cannot be blocked. Attacks of speed x+1 cannot be blocked but GId.

MD A+B,K
H x
B -28

MD K
H x
B -16
Exceptional recovery: attacks of speed i16 or faster cannot be blocked. Attacks of speed i17 cannot be blocked but GId.
Please note that this is subject to change as PS may decide to release patches with the HD version.
 
Status
Not open for further replies.
Back