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)




(-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)