You’re cancelling the focus into a dash so it removes a portion of the recovery. You’re only -15 if you let the entire animation end.

Focus Attack Level 2: 22 Frames of block stun. Subtract 16 frames for the dash and you’re at +6.

LK Karakusa has 7 frames of startup. The last frame of startup is actually the first active frame. That means they have one frame to react.

Plus those 2 throw-invincible frames added to every hitstun/blockstun/wakeup. So opp is throwable at frame 9 and mk karakusa is the right choice.
This kind of karakusa traps beats block/jab/throw (result can be random). They’re still very useful.
Mak’s blocked FA2 DC frame advantage was changed in AE iirc.

There were some posts a few weeks ago about the sweep to karakusa frame trap (c.HP, empty jump, lk karakusa) and I posted about the counter-hit sweep case (just do non-empty jump instead).
An input trick I use for the usual, empty jump case is negative edgeing the karakusa. If you don’t, and if your lk press comes even one frame before landing, the jump becomes a jumping normal: 4 landing frames are lost and the frame trap is gone. Negative edgeing the lk cannot start an air normal, and you’re under tsurugi height restriction. So the jump will stay empty.

Yeah there are those two frames. I was more focused on explaining that you can figure out exactly how much block stun or hitstun anything has just by looking at the frame data and you can figure out whats possible as well, even if it has to do with something a little more complicated like a jumping attack that deals with landing frames etc (in that case its more of a range of frame data versus something specific).

I promise I’ll contribute when I actually play AE … haven’t played it in two months.

Just wanted to mention that The Rindoukan Bible got a shout out by Gootecks on Excellent Adventures, ep. 17. It happens around the 3:50 mark.

Will the guide be updated with Ultra tweaks?

Just wanted to say that this guide is amazing. Great effort. Will it be updated indeed? Still very, very useful though

Very eager to learn Makoto from this guide. It looks amazing. So hard to find solid info online otherwise. Hopefully we get an update for usf4?

Thanks, kupo! ^-^

I hope we can get an updated version, because it’s awesome.
Either way, same as those before me, just wanted to thank all those involved in the production, it’s been really insightful and instructive, and I still regularly use it to check stuff. Thanks !

Anyone know if the frame date in the guide is still accurate?

LK and MK Tsurugi are now -3 at the lowest point instead of -2. Everything else should be fine.

Nope, LK tsurugi is -5 (was -3 in ae2012)
And MK tsurugi was -1 in ae2012. (Now -3)

How long does a perfect instant lk/mk/hk tsurugi last ?

I’m also interested. Btw, I think (not sure though) that we can get this lowest point tsurugi on the way up (IAT) and on the way down (:qcb: P~K)

What do you mean by “how long”?
Active frames? Hitstun? Or recovery frame after landing?

This is how I understand it:
4f pre-jump, ??f height restriction, 11/13/15 startup, 4 active, ??f going down, 11 recovery at landing.

As it’s a special move, recovery frames replace usual landing frames. So, how many frames are wasted by height restriction/going down ?

Does anything, in regards to frames, change when we do tsurugi late in a forward jump?

Thanks for correcting me, but I could of swore I read that LK and MK Tsurugi were -2. It definitely wasn’t from the Rindoukan Bible as there’s no block frames listed.

Howmany frames do they last ? I want to know the total length in frames of each tsurugi. This may be usefull to create setups.

According to wiki:
LK: 11/4/11
MK: 13/4/11
HK: 15/4/11

Recovery frames are after landing.
And startup frames are after the 4 prejump frames+height restriction.