RogerDodger (talk | contribs) (→Rage) |
RogerDodger (talk | contribs) (→n: If kara-cancel is different from a normal cancel, should explain it somewhere on the page. Otherwise, no need for added jargon.) |
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|hit=+8 | |hit=+8 | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|id=Yoshimitsu-1SS.1,1 | |id=Yoshimitsu-1SS.1,1 | ||
Line 110: | Line 111: | ||
|ch=[[Yoshimitsu_combos|+6a]] | |ch=[[Yoshimitsu_combos|+6a]] | ||
|notes={{Plainlist| | |notes={{Plainlist| | ||
*Weapon | *Weapon | ||
*Combo from 1st}} | *Combo from 1st hit}} | ||
}} | }} | ||
Line 146: | Line 147: | ||
|notes={{Plainlist| | |notes={{Plainlist| | ||
*Tailspin | *Tailspin | ||
*Combo from CH | *Weapon | ||
* | *Combo from 1st CH | ||
*Cancel to r32 with B}} | |||
}} | }} | ||
{{MoveData | {{MoveData | ||
|id=Yoshimitsu-NSS.2,1 | |id=Yoshimitsu-NSS.2,1 | ||
Line 165: | Line 167: | ||
|hit=+19a | |hit=+19a | ||
|notes={{Plainlist| | |notes={{Plainlist| | ||
* | *Jail from 2nd attack | ||
* | *Combo from 1st hit}} | ||
}} | }} | ||
Line 185: | Line 186: | ||
|hit=+5 | |hit=+5 | ||
|notes={{Plainlist| | |notes={{Plainlist| | ||
* | * Transition to r20 KIN with 1+2 | ||
* | * Jail from 1st attack}} | ||
}} | |||
}} | |||
{{MoveData | {{MoveData | ||
|id=Yoshimitsu-2,3 | |id=Yoshimitsu-2,3 | ||
Line 205: | Line 206: | ||
|notes={{Plainlist| | |notes={{Plainlist| | ||
*Tailspin | *Tailspin | ||
*Combo from CH | *Combo from 1st CH}} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|id=Yoshimitsu-2,d+3 | |id=Yoshimitsu-2,d+3 | ||
Line 219: | Line 221: | ||
|startup=,i22 | |startup=,i22 | ||
|crush=cs12~ | |crush=cs12~ | ||
|recv= | |recv=r31 FC | ||
|block=-12 | |block=-12 | ||
|hit=-1 | |hit=-1 | ||
|notes=Combo from 1st | |notes=Combo from 1st hit | ||
}} | }} | ||
Line 239: | Line 241: | ||
|hit=+5 | |hit=+5 | ||
|ch=+20a (+10a) | |ch=+20a (+10a) | ||
|notes= | |notes=Cancel to 2+3 with 2+3 on frames 1~2 | ||
}} | }} | ||
Line 257: | Line 259: | ||
|hit=+3 | |hit=+3 | ||
|notes={{Plainlist| | |notes={{Plainlist| | ||
*Is technically a cancel from 3, so startup is slightly slower in practice | |||
*2nd hit tracks sidewalk right at +7 | *2nd hit tracks sidewalk right at +7 | ||
* | *Transition to r18 DGF with 1SS.U}} | ||
}} | }} | ||
Line 292: | Line 295: | ||
|ch=[[Yoshimitsu_combos|+20a (+10a)]] | |ch=[[Yoshimitsu_combos|+20a (+10a)]] | ||
|notes={{Plainlist| | |notes={{Plainlist| | ||
* | *Cancel to 1+4 with 1+4 on frames 1~2}} | ||
}} | }} | ||
Line 309: | Line 312: | ||
|hit=-2 | |hit=-2 | ||
|notes={{Plainlist| | |notes={{Plainlist| | ||
* | *Combo from 1st hit}} | ||
}} | }} | ||
Line 328: | Line 330: | ||
|hit=+18a (+9a) | |hit=+18a (+9a) | ||
|notes={{Plainlist| | |notes={{Plainlist| | ||
* | *Tailspin | ||
* | *Combo from 1st hit CH [[Yoshimitsu combos#Staples|+58a (+41a)]] | ||
* | *Combo from 2nd hit CH}} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|id=Yoshimitsu-1SS.1+4 | |id=Yoshimitsu-1SS.1+4 | ||
|name= | |name=Flash | ||
|input=1SS.1+4 | |input=1SS.1+4 | ||
|target=m | |target=m | ||
Line 346: | Line 347: | ||
|hit=[[Yoshimitsu_combos|+22a]] | |hit=[[Yoshimitsu_combos|+22a]] | ||
|notes={{Plainlist| | |notes={{Plainlist| | ||
*Weapon | *Weapon | ||
*Alternate | *Alternate input: b+1+4, f+1+4, D/B+1+4, D/F+1+4, ws1+4}} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|id=Yoshimitsu-NSS.1+4 | |id=Yoshimitsu-NSS.1+4 | ||
|name= | |name=Flash | ||
|input=NSS.1+4 | |input=NSS.1+4 | ||
|target=m | |target=m | ||
Line 365: | Line 363: | ||
|hit=[[Yoshimitsu_combos|+29a]] | |hit=[[Yoshimitsu_combos|+29a]] | ||
|notes={{Plainlist| | |notes={{Plainlist| | ||
*Weapon | *Weapon | ||
*Alternate | *Alternate input: b+1+4, f+1+4, D/B+1+4, D/F+1+4, ws1+4}} | ||
}} | }} | ||
Line 384: | Line 379: | ||
|hit=+0 | |hit=+0 | ||
|ch=+16 | |ch=+16 | ||
|notes=Weapon | |notes=Weapon | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|id=Yoshimitsu-NSS.1+2+3 | |id=Yoshimitsu-NSS.1+2+3 | ||
|name=Spirit Shield | |||
|input=NSS.1+2+3 | |input=NSS.1+2+3 | ||
|target=h | |target=h | ||
Line 400: | Line 396: | ||
{{MoveData | {{MoveData | ||
|name= | |name=Ki Charge | ||
|id=Yoshimitsu-1+2+3+4 | |id=Yoshimitsu-1+2+3+4 | ||
|input=1+2+3+4 | |input=1+2+3+4 | ||
|recv=r54 | |recv=r54 | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|name= | |name=Spirit Shield | ||
|id=Yoshimitsu-1SS. | |id=Yoshimitsu-1SS.1+2+3+4.b,n,f,n,u,n,d+1+4 | ||
|inputLead=1SS. | |inputLead=1SS.1+2+3+4 | ||
|input=,b,n,f,n,u,n,d+1+4 | |input=,b,n,f,n,u,n,d+1+4 | ||
|range=1 | |range=1 | ||
Line 418: | Line 413: | ||
|ch=-59a | |ch=-59a | ||
|recv=r30 | |recv=r30 | ||
|notes=Weapon | |notes=Weapon | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|name= | |name=Spirit Shield | ||
|id=Yoshimitsu-NSS. | |id=Yoshimitsu-NSS.1+2+3+4.b,n,f,n,u,n,d+1+4 | ||
|inputLead=NSS. | |inputLead=NSS.1+2+3+4 | ||
|input=,b,n,f,n,u,n,d+1+4 | |input=,b,n,f,n,u,n,d+1+4 | ||
|range=1 | |range=1 | ||
Line 436: | Line 431: | ||
{{MoveData | {{MoveData | ||
|name=Taunt to Poison Breath | |name=Taunt to Poison Breath | ||
|id=Yoshimitsu- | |id=Yoshimitsu-1+2+3+4.b,n,f,n,u,n,d+3+4 | ||
|inputLead= | |inputLead=1+2+3+4 | ||
|input=,b,n,f,n,u,n,d+3+4 | |input=,b,n,f,n,u,n,d+3+4 | ||
|range=1.5,3 | |range=1.5,3 | ||
|target=m,h! | |target=m,h! | ||
|damage= | |damage=0,1 | ||
|startup=,i28~31,i82~120 | |startup=,i28~31,i82~120 | ||
|ch=[[Yoshimitsu_combos#Staples|+114a]] | |ch=[[Yoshimitsu_combos#Staples|+114a]] | ||
|recv= | |recv=r23 | ||
|notes={{Plainlist| | |notes={{Plainlist| | ||
*Only | *Only against [[Bryan]] | ||
*Same animation as Bryan 1+3+4 | *Same animation as Bryan's 1+3+4 | ||
* | *Cancel to standing moves from frame 32 | ||
*Cancel from 1st hit is at best +28}} | |||
}} | }} | ||
Revision as of 23:36, 25 May 2021
Yoshimitsu (Tekken 7) |
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Movelist & frame data (Tekken 8) |
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NSS
No Sword Stance (NSS) refers to Yoshimitsu sheathing his left-hand sword. Yoshimitsu's default state at the start of the round is having the sword unsheathed (One Sword Stance, AKA 1SS). This movelist will specify when moves recover in a different state. This movelist will also mark moves as requiring 1SS or NSS accordingly by prefixing the input with 1SS or NSS.
Rage
Input
R.b+1+2
R.u/b+1+4
- Rage armor absorbs 80% damage
- Attack only done if a move is absorbed
- Startup from when a move is absorbed
- Attack can't be interrupted but can whiff
- Damage increases with lower health
R.f,n,d,d/f+1+2
- Hit vs BT +13a (+3a)
- Bullet time 20f on hit
- Bullet time 10f on block
- Weapon Hit
n
1SS.1,1
- Weapon
- Combo from 1st hit
1SS.2,1
- Tailspin
- Weapon
- Combo from 1st CH
- Cancel to r32 with B
NSS.2,1
- Jail from 2nd attack
- Combo from 1st hit
2,2
- Transition to r20 KIN with 1+2
- Jail from 1st attack
2,3
- Tailspin
- Combo from 1st CH
2,d+3
3
3~4
- Is technically a cancel from 3, so startup is slightly slower in practice
- 2nd hit tracks sidewalk right at +7
- Transition to r18 DGF with 1SS.U
4
- Cancel to 1+4 with 1+4 on frames 1~2
4,4,4
- Tailspin
- Combo from 1st hit CH +58a (+41a)
- Combo from 2nd hit CH
1SS.1+4
- Weapon
- Alternate input: b+1+4, f+1+4, D/B+1+4, D/F+1+4, ws1+4
NSS.1+4
- Weapon
- Alternate input: b+1+4, f+1+4, D/B+1+4, D/F+1+4, ws1+4
1SS.1+2+3+4,b,n,f,n,u,n,d+1+4
NSS.1+2+3+4,b,n,f,n,u,n,d+1+4
1+2+3+4,b,n,f,n,u,n,d+3+4
- Only against Bryan
- Same animation as Bryan's 1+3+4
- Cancel to standing moves from frame 32
- Cancel from 1st hit is at best +28
f
f+2,d/b+2,2,2,2
f+2,d/b+2,2,2,2,2
f+2,d/b+2,2,2,2,2,2
f+3,3
1SS.f+3+4
- Floorbreak
- Transitions into final 3 attacks on hit, recovering in FLE
- Final 3 hits always get scaled to 2,1,1 due to opponent being airborne
d/f
d/f+1,2
- Tailspin
- Combos from CH 1st
- Can transition into d/b+2 string at i15
d/f+2
- On hit +4s against crouching opponent
- On CH launches crouching opponent
1SS d/f+3,1
- Combos from 1st
- Weapon hit
- Input can be held to transition to d+1*
d
1SS.d+1*(1),n
- Constantly realigns while charging
- Can be canceled with b*
- Weapon Hit
1SS.d+1*(2),n
- Constantly realigns while charging
- Can be canceled with b*
- Weapon Hit
1SS.d+1*(3),n
- Constantly realigns while charging
- Can be canceled with b*
- Weapon Hit
1SS.d+1*(4),n
- Constantly realigns while charging
- Can be canceled with b*
- Weapon Hit
1SS.d+1*(5),n
- Constantly realigns while charging
- Can be canceled with b*
- Weapon Hit
1SS.d+1*(6),n
- Constantly realigns while charging
- Can be canceled with b*
- Weapon Hit
1SS.d+2,1
- Tailspin
- Weapon Hit
- Combo from 1st
NSS.d+2,1
- Tailspin
- Combo from 1st
d+2,2
- Weapon Hit
- Combo from 1st
- In 1SS Transition to r30 NSS with 2+3
1SS.d+2,2,1
- Weapon Hit
- Combo from CH 2nd
1SS.d+2,2,d+1
- Floor break
- Weapon Hit
- Combo from CH 2nd
d+3
1SS.d+1+4
- Weapon Hit
- 60 self damage during 1st recovery frame
d/b
1SS.d/b+1,1
- Weapon Hit
- Combo from 1st
- Can be delayed for 20 frames
- Delay does not change timing of the attack
d/b*2,2,2,2
d/b*2,2,2,2,2
- Combo from 4th
- Combo from CH 3rd
d/b*2,2,2,2,2,2
d/b*3,3,3,3
d/b*3,3,3,3,3
d/b*3,3,3,3,3,3
d/b*3,3,3,3,3,4
- Alternate inputs:
- d/b*3,3,4
- d/b*3,3,3,4
- d/b*3,3,3,3,4
BDS.3
b
b+1,1
- Combos from 1st
- Can transition to Spinning Evade with b+3 or b+4
b+1,1,1
- Combos from 1st
- Can transition to Spinning Evade with b+3 or b+4
b+1,1,1,1
- Combos from CH 3rd
- Can transition to Spinning Evade with b+3 or b+4
b+1,1,1,1,1
- Combos from CH 3rd
- Combos from 4th
- Can transition to Spinning Evade with b+3 or b+4
b+1,1,1,1,1,1
- Combos from CH 3rd
- Combos from 4th
b+1,1,1,d/b+3
- Alternate inputs:
- b+1,d/b+3 (Combos)
- b+1,1,d/b+3 (Combos)
b+1,1,1,d/b*3,3
- Transition to r? IND with d+3+4
- Alternate inputs:
- b+1,d/b*3,3 (Combos)
- b+1,1,d/b*3,3
b+1,1,1,d/b*3,3,3
- Alternate inputs:
- b+1,d/b*3,3,3
- b+1,1,d/b*3,3,3
b+1,1,1,d/b*3,3,4
- Alternate inputs:
- b+1,d/b*3,3,4
- b+1,1,d/b*3,3,4
b+2
1SS.b+2,1
- Combos from CH 1st
- Transition to r30 KIN with 1+2
NSS.b+2,1
- Combos from CH 1st
- Transition to r30 KIN with 1+2
b+3
- 5 self-damage
- Recover r25 standing with f,f
- Alternate input b+4
- Evades jabs at -6 (-7 for b+4)
b+3,3
- Recovery is listed from initial spin
- 5 self-damage
- Alternate input b+4,4
b+3,3,3
- Recovery is listed from initial spin
- 5 self-damage
- Alternate input b+4,4,4
b+3,3,3,3
- Recovery is listed from initial spin
- 5 self-damage
- Alternate input b+4,4,4,4
b+3,3,3,3,3
- Recovery is listed from initial spin
- 5 self-damage
- Alternate input b+4,4,4,4,4
b+3,3,3,3,3,3
- Recovery is listed from initial spin
- 5 self-damage
- Alternate input b+4,4,4,4,4,4
u/b
1SS.u/b+1+2
- Punishable on close hit with FUFT 3
- Weapon Hit
NSS.u/b+1+2
- Punishable on close hit with FUFT 3
u~u/b+1+2
- Punishable on close hit with FUFT 3
- Weapon hit
1SS.u/b+1+2,1+2
- Weapon Hit
u~u/b+1+2,1+2
- Weapon Hit
1SS.u/b+1+2,n+1
- Cancel early to r26 with B (earliest cancel -16a)
- Weapon Hit
- Possible to double-hit
NSS.u/b+1+2,n+1
- Cancel early to r26 with B (earliest cancel -8a (-34a))
u~u/b+1+2,n+1
- Cancel early to r26 with B (earliest cancel -16a)
- Weapon Hit
- Possible to double-hit
u
u+3+4
- Evades mid attacks from frames ?-?
- Can be floated out of invisibility frames
- Incredibly linear
- Spike
u/f
1SS.u/f+1
- Weapon Hit
u/f+2
- Weapon Hit
- Cancels to r? FC with d
u/f+3
- Can evade jabs at frames 5-7
- Knee hit
u/f+4
- Homing
- Alternate input u+4
1SS.u/f+1+2
- Weapon Hit
- Cancel to r? DGF with 1+2
1SS.u/f+1+2,b
- Weapon Hit
- Cancel to r? DGF with 1+2
1SS.u/f+1+2,d
- Weapon Hit
1SS.u/f+1+2>d
- Weapon Hit
u/f+3+4
- On hit, jumps backward
- Transitions to r? IND with d3+4 (or NSS d1+2)
- in 1SS Transitions to r? FLE with d1+2
u/f+3+4,3+4
- On hit, jumps backward
- Combos from 1st +7a (+0a)
u/f+3+4,b+1
- On hit, jumps backward
- Combos from 1st -17a (-24a)
u/f+3+4,b+1,4
- Combos from 1st (requires wall)
1SS.u/f+3+4,b+1,4,d+1
- Can transition to d*1,n
- Weapon hit
NSS.u/f+3+4,b+1,4,d+1
u/f+3+4,b+1,3+4
- On hit jumps backward
u/f+3+4,u+3+4
- Evades mid attacks from frames ?-?
- Can be floated out of invisibility frames
- Incredibly linear
- Spike
Motion Input
f,F+2:2
- Transitions to attack throw only on front hit (air hit OK)
- Restore 4 health and transition to r108bt IND with d3+4
f,F+3
- Cannot be buffered
- Transitions to r26 KIN with 1+2
f,F+4
- Cannot be buffered
- Knee hit
f,F+1+2
- Cannot be buffered
- Visually similar to f,F+3+4
1SS.f,F+1+2,u/b+1+2
- Weapon Hit
- Cancels to r? BT DGF with 1+2
1SS.f,F+1+2,u/b+1+2,d
1SS.f,F+1+2,u/b+1+2>d
1SS.f,F+1+2,u/b+1+2,b
- Weapon Hit
- Cancels to r? DGF with 1+2
f,F+3+4
- Cannot be buffered
- Visually similar to f,F+1+2
f,F+3+4,1+2
- Tremendous forward travel
- Combos from 1st
f,F+3+4,1+2,3+4
- Tremendous forward travel
- Combos from 1st and 2nd
1SS f,F+1+4
- Cannot be buffered
- Weapon Hit
- 60 self-damage during 1st recovery frame
- NSS f,F+1+4 will always cancel into Confusion
1SS f,F+1+4,F
- Weapon Hit
- 185 self-damage during 1st recovery frame
1SS b,B+1+4
- Cannot be buffered
- Weapon Hit
b,B+1+4,B
- Cannot be buffered
- Weapon Hit
1SS f,n,d,d/f+1
- Can be buffered
- Weapon hit
- Can transition to r37 KIN with 1+2
NSS f,n,d,d/f+1
- Can be buffered
- Can transition to r37 KIN with 1+2
f,n,d,d/f+2
- Can be buffered
- Weapon Hit
- Tailspin
1SS qcf+1
- Can be buffered
- Weapon Hit
Throw
qcf+2
- 35 damage as a backthrow
- Yoshimitsu recovers 16 health
- Throw break 1+2
- On break:
- -Opponent recovers 22 health (35 on backthrow)
- -Yoshimitsu loses 16 health
qcb,f+2
- Unbreakable
- Opponent recovers 26 health
- Yoshimitsu loses 35 health
qcb+1+2
- Throw break 1+2
- Side switch on break
- Floor break
Grounded Opponent
1SS.OG.u+1
- Spike
- 16 damage -16a against airborne opponent
- 19 damage -13a (-23a) against a grounded opponent
SS
SS.4
- Homing Attack
- Tailspin
- Transitions to r26 KIN with 1+2
- Transitions to r28 MED with 3+4
WS
ws1,1,1,1
ws1,2
- Combos from 1st
- Tailspin
1SS.ws2,1
- Combos from 1st
- Weapon Hit
NSS.ws2,1,2
- Combos from CH 2nd
- Elbow Hit
NSS.ws2,1,3
- Combos from CH 2nd
ws3,2
- Combos from 1st
- Weapon Hit
NSS.ws1+4
- Weapon Hit
- Alternate input: NSS FC d+1+2
FC
FC.d+1
- Alternate input
- FC.d/b+1
- FC.d/f+1
- Transition to r24 with f
- Transition input can be delayed 16f
1SS.FC.D/F+1
NSS.FC.D/F+1,2
- Alternate input: NSS.FC.b+1,2
- Combos from 1st
BT
DGF
DGF.3+4
- Transitions to attack throw on front hit (air hit OK)
- Attack throw recovers standing
- Floor break
DGF.f+2
- Tailspin
- Homing attack
- Weapon Hit
FLE
FLE.n
- Hitlines exist on the sword and directly behind Yoshimitsu
- Can be canceled at any time into another FLE move
- After hitting with this attack, FLE.n has no hitbox until another FLE action (other than FLE.d) is taken
- Weapon Hit
FLE.2
- Side switches on close hit
- Alternate input: FLE.1~d/f+3+4
FLE.u+3+4
- Tech roll to r33 FC on frames ?-?
- Bullet time 10 frames on hit
FLE.d
- Evades jabs from frames 4-14
- Evades mids from frames 7-12
- Can be canceled into other FLE moves (except FLE.n)
FLE.d
- Evades jabs from frames 4-14
- Evades mids from frames 7-12
- Can be canceled into other FLE moves (except FLE.n)
- Only accessible after hitting with FLE.n
FLE.f
- In WFL from frames 20-50
- Cancel into FLE.f,f with f within 19 frames
WFL.3
WFL.3 (Close Hit)
- Range listed is for Clean Hit property
- Goes into Attack Throw only on front hit.
FLE.f,f
- Sometimes combos into FLE.n
- Combos from 1st
IND
IND.n
- Recovers 3 health on frame 30
- Can be canceled into other IND moves
NSS.IND.1
- Spike
- Alternate input: NSS.IND.1+2
IND.2
IND.3,3+4
IND.3+4*
- Allows 8-way directional movement in IND
- Continues as long as 3+4 is held
IND.f
IND.b
KIN
1+2
- Alternate inputs: FC.d/f+1+2 1SS.FC.d+1+2, FC.d/b+1+2
- Parries mid or high punches or kicks
1SS.KIN.1,1
1SS.KIN.2,1+2*
- Weapon Hit
- Combos from 1st
KIN.4
- Homing Attack
- Tailspin
- Transitions to r26 KIN with 1+2
- Transitions to r28 MED with 3+4
KIN.1+2
- Weapon Hits
- Spike
- Combos from any hit
- Realigns between hits
1SS.KIN.f+1
- Weapon Hit
- Cancels into r23? FC with d
NSS.KIN.f+1
1SS.KIN.b+2,1
- Weapon Hit
- Combos from 1st
NSS.KIN.b+2,1
1SS.KIN.b+1+2
- Weapon Hit
- Backswing blow
MED
MED.n
- May be canceled into another MED move
- at 26-28 frames into the animation:
- Recovers successively more health
- +1 health (1st pulse)
- +2 health (2nd pulse)
- +3 health (3rd onward)
MED.f
- Can be canceled into a backturned attack
- Can be canceled into instant while standing
MED.b
- Can be canceled into a backturned move
- Can be canceled into instant while standing
MED.u
MED.d
1SS.MED.3,d+1
- Can transition to d*1,n
- Weapon hit
- Floor break
NSS.MED.3,d+1
MED.1+2
10 String
1SS.1,2,1,4
1SS.1,2,1,4,4
1SS.1,2,1,4,4,4
1SS.1,2,1,4,4,4,1
1SS.1,2,1,4,4,4,1,1
1SS.1,2,1,4,4,4,1,1,1
1SS.1,2,1,4,4,4,1,1,1,1
1SS.1,2,1,4,2
1SS.1,2,1,4,2,2
1SS.1,2,1,4,2,2,2
1SS.1,2,1,4,2,2,2,4
1SS.1,2,1,4,2,2,2,4,1
1SS.1,2,1,4,2,2,2,4,1,1
NSS.1,2,1
NSS.1,2,1,4
NSS.1,2,1,4,4
4,4,2
4,4,2,2
- Combos from 1st CH
- Combos from 3rd hit
4,4,2,2,1SS.1
4,4,2,2,1SS.1,1
4,4,2,2,NSS.1
4,4,2,2,NSS.1,1