Yoshitora frame analysis and general notes. Key: Start: Startup frames. The hit connection occurs one frame after the number of startup. So a 10F move will hit on the 11th frame. Block: Block (dis)advantage. The number refers to the amount of frames you your opponent can act before you. So a -09F means the opponent can complete 9 frames of action while you're unable to. Hit: Hit (dis)advantage. Same as block, but in this case only on hit. B.Canc: Refers to a block recoil cancel. The number represents how many uncancelable frames there are in a block reel. B.CancA:Refers to block cancel (dis)advantage. The number represents the amount of frames the opponent animates before you do. So a -03F means the opponent can move (animate) 3 frames before your special attack begins. "D" stands for "down" or knockdown. "#F" is for number of frame (F stands for Frames) A = light slash B = medium slash H = heavy slash (A+B) C = kick Start Block Hit B.Canc B.CancA .far moves. 5A 10 -09 -09 5B 13 -09 -04 15 -03 5H 20 -38 -06 5C 13 -09 +04 2A 10 -09 -04 2B 06 -09 -05* 15 -03 2H 09 -18** D 21 +01*** 2C 06 -06 -01 3C 11 -15 D 20 -09 6C 24 -09 D 8 +01 * -18 only if hit connects. ** there is a 3F gap between hits. You can hop, roll, jump or backdash between hits. *** Second hit only. First hit is not cancelable. Start Block Hit B.Canc B.CancA 66A 06 -10 +03 66B 07 -21 -02 15 -03 66H 10 -22 D 66C 15 -09 D Start Block Hit B.Canc B.CancA .close moves. 5A 05 -06 -01 0 +12 5B 09 -09 -02 15 -03 5H 20 -21 -02 15 -03 2A 07 -05 00 0 +12 B+C 20 -14* D * Disadvantage is height dependant. If the B+C connects on the last active frame it is -09F on block. * If blocked on the first active frame it is -14F, so it ranges between -9 to -14. Start Block Hit B.Canc B.CancA j.A 05 j.B 10 j.H 18 j.C 05 Start Block Hit B.Canc B.CancA .special moves. 236A 17 -22 D 236B 27 -09 D 236H 11 -22 D 623A 12 -39 D 623B 14 -41 D 623H 18 -46 D 214A 22 -26* D 214B 22 -26 D 214H 22 -26 D *15F gap between 2nd and 3rd *5F gap between middle and last *B and C version pushback too far for last last hit (jump-in punish potential) Start Block Hit B.Canc B.CancA 421A - * 421B 31 -46 D 421H 31 -46 D *AutoGuard: *4-16 (4th frame to 16th frame) Recover: 18F period after AutoGuard Hit Occurance: 11F startup after AutoGguard j.236A 12 -38* D j.236B 12 -38 D j.236H 12 -38 D *disadvantage relative to height. BC/D/44 cancel = -43~ Start Block Hit B.Canc B.CancA 623C 3 -26 D Start Block Hit B.Canc B.CancA .WFT 236CD 2+21* -26 D .IK 214CD 7+19** -12 D * Second frame screen freeze, and fourth frame screen freeze to thirteenth frame. * 21F startup after freeze (and 2 pre-flash). ** Second frame screen freeze, and eighth frame to fourty third frame screen freeze. ** 19F startup after freeze (and 6 pre-flash). ...Various notes: backdash - 44 has 3F melee invunerability - 44 special cancelable in air with j.236 while Yoshitora is still in the air. - 44 special cancelable on landing (all landing frames are cancelable). roll - 1D has 3F melee invunerability - 1D is special cancelable in air with j.236 while Yoshitora is in the air. - 1D is special cancelable on landing only on the first frame (1F window for ground special). - 1D has 11F uncancelable ground recovery (uncancelable frames) on landing. ground recovery - 6/4-groundtech has 5F special cancelable window right before getting up. - 6/4-groundtech has 1F direction cancelable after special cancel window (conveys 1F inv) on wakeup. - 8-tech 1F direction cancelable only on wakeup. - ^ "direction cancelable" means walk, crouch, jump, block, and nothing else. - ^ that also means if you jump then a meaty attack will connect with you the first frame you leave the ground. misc - 1st hit 2B 623A combos - 623C whiffs on a +4 because it only has 1 single grab frame. - B+C can be canceled in the air into Yoshitora's j.236 botan move. - B+C canceled into j.234 has a 16F start-up (hits on the 17th frame) which makes it 4F faster than B+C. - However, the j.236 is significantly more punishable on block, so this is not very useful even at max range.