Yoshimitsu T6BR Frame Data Corrections

Hi!
I've translated the Yoshimitsu frame data from Ina Tekken Wiki and I've already written it in the standard pattern for SD Tekken. However I still have doubts about some moves, because I find different frame value regard to Ina Tekken. I've write my question in "BOLD text".

Input -- Speed -- On Hit -- On Block

f+1+2......17.............KND.....-6 or -8
KIN f+2...12 or 11...KND....-13 or -14
KIN 2,1+2.21 or 20..KND.....-16/-20 or -19
3~4~U......17 or 18....+9.......+5 or 0
f,n,d,d/f+1...14 or 17...JG.......-15
3...........15? there isn't a certain value?
MED 3......28-40...o.O....SLD......+1 or +9
d/f+1+2,2.25.......0/-3 or +3....on CH 0/+5 ??
On Block and On Hit values for BT d+1?

Personally I corrected (look at "BOLD text"):

bb+1+4,1+2.....35~36.....0 I think.....-10 at least
NSS bb+1+4,1+2.....35~36.....0..-?...some help?^^
NSS INS 1......53........SLD....OC -?

Moreover, I supposed that the moves from Dive Bomb have the same frame value of them in 1SS.
There are a lot of moves that can be done after Dive Bomb; some of these are also praticable in BT stance and other can't be done in simply BT, but can be after a BT caused by Vacuum dance (away from opponent). It's quite strange, I will try to classify that moves correctly.
I'd like to know the opinion of other Yoshimitsu players on the moves above, and other doubt if You'll find, to complete the frame data without errors.
My question are smallness corrections, but if You have other information or external source to verificate/revise that move than, it will be a big help

Thanks
CristalSword

P.S.: I've written the same message at Tekken Zaibatsu, so You can reply also there ^^

Added 47 days later:

This is the preview of Yoshi's frame list: I hope you will like it :D
Yoshimitsu T6BR Frame Data V.1.0

I've highlighted with the Green colour the moves that I corrected (but you can check it!).
The Blue moves are these that I think they have different frame data, but I haven't find a precise value yet.
Those ones which are Red are incomplete moves or I think are wrong but I haven't test they yet.
Moreover there are a lot of "?" to define. I need your help to complete this Frame Data, I hope you will give it to me...

This post was edited by CristalSword (2010-03-16 22:01, 7 years ago)

thanks dude its good see people willing too try help out others

one BIG question from me CristalSword... (cause i dont know)

how does the knowledge of frame count help players?

im not sure, but is it used to see which is the fastest and slowest move of yoshi?


thank you...

I knew that I would screw up is a very habbit of mine XD but wouldn´t you give an exsample instead for telling me wrong so I would get it right, no offence :P

Anyways i hope this helps
http://sdtekken.com/t5dr/frame-data-guide/

This post was edited by A.K Fan1234 (2010-05-28 17:25, 7 years ago)

6 frame punch/ kick? WTF game have you been playing? Lol.

# Undead_Nemesis : 6 frame punch/ kick? WTF game have you been playing? Lol.

Where? The punches speed is 10 frames. The only 6 frames move is the flash (1+4): I don't know if the value is correct because I don't know how to calculate speed frames. I don't understand your criticism, if there are faults tell me with major clarity.

However I don't correct frame list since I wrote the previous post, because I don't know anyone who can help me offline to test the different moves. This is the last version: Yoshimitsu T6BR Frame Data V.1.1

# yoshimitsu8861 : one BIG question from me CristalSword... (cause i dont know)

how does the knowledge of frame count help players?

im not sure, but is it used to see which is the fastest and slowest move of yoshi?


thank you...

With the frame list you can understand better which moves are safe and which are unsafe. The safe moves are those which have less of -10 frames on block (because, generally, the fastest move is the left punch which have a speed of 10 frames). If we take for example Yoshi's b+2,1 we note that it is -17 on block: so if the opponent player Yoshi parry that move, he could "punish" with d/f+2,2 (16 frames) which is starter and give the possibility to do a juggle. So b+2,1 has to use with caution XD
However the AKFan's link its better than me (but remember that left punch was 8 frames in T5DR, but now is 10, for every character).

Thanks for ending the confusion around this topic Crystalsword :D

holy shit, that frame data is really helpfull

I never knew that slap u silly was so good on block! It gives a +6 frame advantage

also I didn't know that the NSS is a better punch poker than the SS

1 gives for the NSS a +2 frame advantage on block while with SS it's +1
2 also gives for NSS a +2 frame advantage on block but a disadvantage with the SS with -1 frame