HeiHachi=Hei-8=Heieight=Hate

Initiation Block Hit

Square - 8 , 6 , 5
Square,square - 19 , -7 , 5
Square,square,square - 31 , -24 , 47
Side+square - 12 , -8 , 26
Up+square - 16 , -19 , 13
Up+square,square - 50 , -13 , 37
Up+square,square (both) - , , 37
Down+square - 24 , -12 , 22

All of this data is by me, via programmable stick. Let me know if anything doesn’t seem right.

Second hit of Demon Slayer is safe on block? I’m calling horse shit.

Initiation Block Hit
Triangle - 12 , -5 , 55
Side+triangle - 16 , -5 , 4
Side+triangle,triangle - 36 , -6 , 26
Side+triangle,triangle(both) - 39 , -6 , 26
Up+triangle - 10 , -4 , 28
Down+triangle - 15 , -17 , 26

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.

Initiation Block Hit
Circle - 2-38 , ,
Circle~square - 13 , -9 , 44
Side+circle~square - 11 , -5 , 27
Side+circle~triangle - 26 , -6 , 3
Side+circle, triangle,triangle - 47 , -2 , 7
Side+circle, triangle, triangle, triangle - 67 , -2 , 81
Side+circle, triangle, down+triangle (2nd,3rd) - 44 , -11 , 35
Side+circle,triangle,square - 48 , -21 , 39
Up+circle - , ,
Down+circle,square - 51 , -13 , 77

Backward evade
F1-2 guard
F3-18 invincible
F19-36 vulnerable
F37 onwards - can guard

Forwards evade
F1-2 guard
F3-18 invincible
F19-36 -vulnerable
F37 onwards - can guard

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.

P1jab on FN
P2 jump on F7,
1-5 hits grounded opponent
6-21 hits airborne opponent
22-28 whiffs
29-39 hits airborne opponent
40 - hits grounded opponent

P1 jab on FN
P2 jump on F7, guard on F8,
1-5 hits grounded opponent
6-10 hits airborne opponent
11-37 guarded/whiffs
38-39 hits airborne opponent
40 onwards - hits grounded opponent.

Initiations may all be out by 1F. (7F instead of 8F for jab etc.)

Active frames
Square 2F
Side+square 8F
Up+square 4F
Down+square 5F

Triangle 5F
Side+triangle 4F
Up+triangle 7F
Down+triangle 8F

Circle~square 5F
Side+circle~square 4F
Side+circle~triangle 3F

Epic thread title

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Nice man, how are you getting the frame data btw?

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).