Edited. You could always use the correct name or notation for moves so that I don’t have to go searching for what you’re looking for. (Demon slayer is 1,2,2 in Tekken notation, Flash punch is the move in Allstars.)
1,2,2 in Tekken is also all punches and 1 in PASBR is Heihachi’s punch button. It’s habit to just call it Demon Slayer because that’s what I know the chain as.
Done using square (standing jab) to interrogate frames of the forwards and backwards rolls. Assumes that jab only has one active frame, which I can’t actually confirm yet.
As per the first post, done via pstick. Essentially I program the move on F(rame)0, then see when I can next push a button with my chracter. This gives the total frames for the move.
Then I see when I can last push guard with 2P and still block the move. For example, simple jab the last frame you can push guard is F7 (after P1 pushed square on F0). If this were SCV this would mean the move is i8, however for some reason I think it might by i7 here.
There is block/hit stun, so then I needed to find out recovery on moves for these states. Finally seeing when the opponent can push a button, gives me frame data for block and hit. This is the reason why for example down+triangle looks really long, because it’s not how long you have to hit, it’s how long until the opponent can push a button.
Finally to find active frames, I used down+triangle then another move, looking to hit the opponent’s wakeup with the move as late as possible (e.g. meaty hits).