Tekken Tag Tournament 2/System/Getting Up
BT study
Holding B against jabs/mids
F1-3 = remain BT
F4-6 = hit but turn to face
F7 onwards = blockable
Holding DB against lows
F1 = duck jabs
Holding DB against lows
F1-11 remain BT
F12-20 hit but turn to face
F21 onwards blockable
b(1F)~DB against lows (also tested (B(6F)~DB, no difference)
F1-7 hit and remain BT
F8-15 hit but turn to face
F16 onwards blockable
u,N,DB (1F each for u and N inputs) against lows
F18 onwards blockable
Pressing f against jabs
F1-3 = remain BT
F4-5 hit but turn to face
F6 onwards blockable
BT f~DB against lows
F1-7 = remain BT
F8-15 = hit but turn to face
F16 onwards blockable
Wakeup frames
Faceup feet towards
F2-10 mini float
F11 blockable
Facedown headtowards
F2-5 remains facedown, slides back
F6-15 mini float, becomes faceup headaway
F16 blockable
Faceup headtowards
F3-10 - Mini float
F11-15 Standup backturned
F16 Blockable
Facedown feet towards
F3-5 remains facedown, slides back
F6-18 Standup backturned
F19 Blockable
- you'll notice sometimes for these moves, F1 and F2 don't have any properties. I suspect this is more to do with the fact that Nina's d+4 (the move I used to test) doesn't connect on those frames due to its hitbox, rather than the wakeup animation being invulnerable.
Tekken 6 Data
KND
F1-10 vulnerable
F11 can block
PLD
F1-10 vulnerable
F11-15 OB
F16 can block
SLD
F1 invulnerable
F2-5 vulnerable, remains SLD
F6-15 vulnerable, change to KND
F16 can block
FCD
F1-5 vulnerable, remain FCD
F6-18 OB
F19 can block
T4 data to compare
KND
Unguardable airborne time 11F , guard but nothing else 25F
PLD
Unguardable airborne time 12F, unguardable time 17F (BT), guard but nothing else 25F
SLD
Unguardable airborne time 16F, 25 guard only.
FCD
Unguardable airborne time 6F, 20F BT time, 27F guard only