Throw/Air Throw 1400
5A・2A 300
6A 620
5B 530
2B 450
5C・2C 720
Omohikane 2585
OD Omohikane 2880
6A>J2C doesn't combo
6B has relatively long recovery.
6B can be canceled into Steins.
6B has repeat proration, no special cancels?
6B ground hit only combos into 6C
6B 2nd hit knocks back far away.
2nd hit of 6B forces crouch
2C ch ground hit combos into 5C
2C launches higher and connects into J2C
2C>J2C>JD set doesn't work
3C still jump cancelable
In corner, 6C combos into CT
J2C untechable time is short.
J2C forces crouching on hit.
J2C no longer has fc properties, but if you land it low to the ground you can combo into 2B even on normal hit.
Tsurugi sliding down combos into 5C
Tsurugi wall-bounces on ch.
Tsurugi can be canceled with D
Tsurugi>microdash 2B gets teched if you don't do it as fast as possible
Tsurugi untechable time is shorter and has to be followed up right away to combo (Lv 1)
Tsurugi v2 has slightly longer untechable time.
Tsurugi Lv3 causes a brief wall-stick, after which they fall down. They're in downed status afterwards, so you can pick them up though.
Tsurugi max charged fc's and wall-bounces
Tsurugi wall-bounce works even from midscreen and has long untechable time, so can be comboed after.
Habakiri does 3 hits when charged.
Air Habakiri recovery seems a lot longer, can't do anything until you land.
Totsuga has long recovery, you're vulnerable for less time if you do it low-air.
Ikutachi hits mid.
Ikutachi combos into 5A
Ikutachi can be canceled into Stein set.
Air Tsunugui wall-sticks
Air throw bounces and can be followed up with 5C
Ground back throw puts them farther away and doesn't go into 6A, but 5C works.
In OD, both Habakiri and Totsuka do 3 hits without charging.
Totsuga damage during OD is really good. Sticking that in combos with Omohikane ender seems like it'll yield pretty crazy damage.