Frame Data
Tier 1 (6i & 7i)
(-9)(-14) () (NT)(NT)
(-10) () (NT)
(-4)(-17) () (T)(NT)
(-4)(-10)(-8) () (T)(T)(NT)
(-9) () (T)
(-7) () (NT)
(-7 (-5 on hit))(-8) () (NT)(NT)
(-16)(-8) () (T)(NT)
(-17) () (NT)
(-14) () (NT)
(-10)(-10) () (NT)(NT)
(-10)(-12) () (NT)(NT)
(-10) () (NT)
(-12 (-6 on hit))(-9) () (NT)(NT)
(-8) () (NT)
(-10) () (NT)
(-9)(-14) () (T)(NT)
(-28)(-12) () (NT)(NT) (Note: The first hit is highly punishable, so far as being punishable by any throw after the first hit. The second hit is your usual -12 punishable move. Second part has a tendency to whiff if not blocked.)
WR (0)(-28)(-12) () (NT)(NT)
(-12) () (NT)
SS (-8) () (NT)
SS (-10) () (NT)
BT (-11 ~ -12) () (T)
BT (-14) () (NT)
Tier 2 (8i & 10i)
(-9)(-14) () (NT)(NT)
(-10) () (NT)
(-4)(-17) () (T)(NT)
(-9) () (T)
(-17) () (NT)
(-14) () (NT)
(-10)(-10) () (NT)(NT)
(-10)(-12) () (NT)(NT)
(-10) () (NT)
(-12 (-6 on hit))(-9) () (NT)(NT)
(-10) () (NT)
(-9)(-14) () (T)(NT)
(-28)(-12) () (NT)(NT) (Note: The first hit is highly punishable, so far as being punishable by any throw after the first hit. The second hit is your usual -12 punishable move. Second part has a tendency to whiff if not blocked.)
WR (0)(-28)(-12) () (NT)(NT)
(-12) () (NT)
SS (-10) () (NT)
BT (-11 ~ -12) () (T)
BT (-14) () (NT)
Tier 3 (11i & 12i)
(-9)(-14) () (NT)(NT)
(-4)(-17) () (T)(NT)
(-17) () (NT)
(-14) () (NT)
(-10)(-12) () (NT)(NT)
(-9)(-14) () (T)(NT)
(-28)(-12) () (NT)(NT) (Note: The first hit is highly punishable, so far as being punishable by any throw after the first hit. The second hit is your usual -12 punishable move. Second part has a tendency to whiff if not blocked.)
WR (0)(-28)(-12) () (NT)(NT)
(-12) () (NT)
BT (-11 ~ -12) () (T)
BT (-14) () (NT)
Neutral Standing (4i & 5i)
(no charge) (-2)(-5) () (NT)(NT)
(+) (-6) () (NT) (Note: if held or simple blocked, the move is easily punishable. However if the opponent does the follow up, then it cannot be throw punished as the throw transition is 1 frame faster than a normal throw)
Tier 1 Low (3i, 4i & 5i)
(-2)(-4)(-16) () (NT)(NT)(T)
(-9)(-10)(-16) () (NT)(NT)(T)
Running (-3 ~ -16) () (NT) (Note: This move is incredibly hard to make safe, so it's generally a good idea to go for a low throw punish)
(+1 on deep hit, otherwise -31 on far hit) () (NT) (Note: This move only breaks guard when both feet connect with a blocking hurt box)
(0 ~ -4) () (NT)
BT (-15) () (NT)
Tier 2 Low and Low OH (10i and Slower)
(-2)(-4)(-16) () (NT)(NT)(T)
(-9)(-10)(-16) () (NT)(NT)(T)
Running (-3 ~ -16) () (NT) (Note: This move is incredibly hard to make safe, so it's generally a good idea to go for a low throw punish)
(+1 on deep hit, otherwise -31 on far hit) () (NT) (Note: This move only breaks guard when both feet connect with a blocking hurt box)
BT (-15) () (NT)
Misc.
(-12) () (NT) is a very common launcher as it's usually used on its own, so it's not a bad idea to punish it if you sense no follow up. You still need to be mindful of the followup.
Strike Punishment
10i
(-10)(-12) () (NT)(NT)10i
(-28)(-12) () (NT)(NT) (Note: The first hit is highly punishable, so far as being punishable by any throw after the first hit. The second hit is your usual -12 punishable move. Second part has a tendency to whiff if not blocked.)
WR (0)(-28)(-12) () (NT)(NT)
(-12) () (NT)
BT (-11 ~ -12) () (T)
12i
(-9)(-14) () (NT)(NT)(-14) () (NT)
(-9)(-14) () (T)(NT)
BT (-14) () (NT)
14i
(-2)(-4)(-16) () (NT)(NT)(T)(-9)(-10)(-16) () (NT)(NT)(T)
Running (-3 ~ -16) () (NT) (Note: This move is incredibly hard to make safe, so it's generally a good idea to go for a low throw punish)
BT (-15) () (NT)
15i Mids
(-4)(-17) () (T)(NT) , and get a into SDS(+1 on deep hit, otherwise -31 on far hit) () (NT) (Note: This move only breaks guard when both feet connect with a blocking hurt box) , and get a into SDS
Any 15i or Faster Move
(-17) () (NT)