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After blocking this attack, how soon can the attacker move compared to the defender.
A positive value means the attacker can move first.
A negative value means the defender can move first.
Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.
When an opponent blocks the attack, how many frames both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
When an opponent gets hit by this attack, how many frames both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop. If numbers are in the format +Y, that means use the X number from blockstop.
Forward Dash is 16F total, but can cancel into all actions except back walk on 13F. Can cancel into air specials 6~12F.
Canceling a Skill/EX Skill into another Skill/EX Skill costs 1 Skill Gauge, and will have the second attack's P2 value overwritten to 100 (aka no scaling) on any and all hits of the second attack.
Normal Moves
input
damage
guard
startup
active
recovery
onBlock
attribute
invuln
p1
p2
cancel
level
blockstun
groundHit
airHit
groundCH
airCH
blockstop
hitstop
CHstop
input
damage
guard
startup
active
recovery
onBlock
attribute
invuln
p1
p2
cancel
level
blockstun
groundHit
airHit
groundCH
airCH
blockstop
hitstop
CHstop
4A
1500
All
10
2
15
0
B
100
80
3
16
17
17
22
31
11
+0
+2
5A
2000
All
14
2
20
-3
B
100
85
4
18
19
19 + Down 23
24
34 + Down 23
12
+0
+5
5AA
1500
All
15
5
21
-9
B
100
80
3
16
17
17
22
31
11
+0
+2
5AAA
1700
All
15
3
24
-8
B
100
85
4
18
19
24
24
39
12
+0
+5
5AAAA
2200
All
17
3
27
-9
B
100
90
5
20
Launch
36
Launch
52
13
+0
+8
2A
1500
Low
8
6
15
-4
F
90
80
3
16
17
17
22
31
11
+0
+2
5B
1700
All
15
3
22
-6
B
80
85
4
18
19
36
24
51
12
+0
+9
5BB
Total: 24
-9
5BBB
1700
All
6
7
21
-9
B
80
75
4
18
Launch
40
Launch
55
16
+0
+5
2B
1700
All
13
3
33
-17
B
9~15 H
90
75
4
18
Launch
23
Launch
38
12
+0
+5
5C
800
High
22
3
24
-10
B
3
16
17 + Down 23
31 + Down 23
11
+0
+2
2C
1700
Low
9
3
33
-17
F
90
85
4
18
Launch + Down 23
36
Launch + Down 23
51
12
+0
+8
j.A
1500
High
12
4
30
H
80
80
3
16
17
17
22
31
11
+0
+2
j.AA
1500
High
11
12
12
H
80
80
3
16
17
21
22
35
11
+0
+2
j.B
1800
High
12
2
32+3L
H
80
85
4
18
19
30 + WStick
24
45
12
+0
+5
j.C
1700
All
11
3
24
H
80
85
4
18
Launch
25
Launch
40
12
+0
+5
Universal Mechanics
input
name
damage
guard
startup
active
recovery
onBlock
attribute
invuln
p1
p2
cancel
level
blockstun
groundHit
airHit
groundCH
airCH
blockstop
hitstop
CHstop
input
name
damage
guard
startup
active
recovery
onBlock
attribute
invuln
p1
p2
cancel
level
blockstun
groundHit
airHit
groundCH
airCH
blockstop
hitstop
CHstop
BC
Forward Throw
0, 2000
Throw
7~30
3
23
T
100
50
0, 4
Crumple
0, 12
4BC
Back Throw
0, 500, 1500
Throw
7~30
3
23
T
100
50
0, 2, 4
Launch 60, 60 + WBounce 50 + WStick 30
0, 12
AD
Zanshin
Total: 45
1~25 Guard All
AD Attack
Zanshin
0, 3300
Air Unblockable
16
10
10
-10
BT
1~End All
80
100, 60
0, 4
18
Launch
42 + Down 23
Launch
57 + Down 23
8, 0
0
+0
j.AD
Air Zanshin
Total: Until L+21L
1~15 Guard All
j.AD Attack
Air Zanshin
0, 3300
All
17
4
36
BT
1~End All
80
100, 60
0, 4
9
12, 0
+0
+0
Skills
input
name
damage
guard
startup
active
recovery
onBlock
attribute
invuln
p1
p2
cancel
level
blockstun
groundHit
airHit
groundCH
airCH
blockstop
hitstop
CHstop
input
name
damage
guard
startup
active
recovery
onBlock
attribute
invuln
p1
p2
cancel
level
blockstun
groundHit
airHit
groundCH
airCH
blockstop
hitstop
CHstop
236A
Renka
1300×2
Low,All
9
3(10)3
20
-4
F, B
90
85×2
4
18
Crumple, Launch
30 + Down 23, 30
Crumple, Launch
45 + Down 23, 45
15, 12
+0
+5
236B
Zantetsu
2500, 1500
High, Low
22
3(14)3
26
-12
B, F
80
80×2
5, 3
20, 16
Launch
30 + Down 24, 30 + Down 24
Launch
46 + Down 24, 44 + Down 24
15, 13
+0
+8, +2
214A
A Gurren
1500
All
14
3
20
-4
B
80
75
4
18
26
60
31
75
12
+0
+5
214B
B Gurren
1700
All
19
3
25
-9
B
80
85
4
18
Crumple
60
Crumple
75
12
+0
+5
j.214A
Agito
1500
All
12
4
Total: 36
-1
P1
80
80
16
Launch + Down 23
50
Launch + Down 23
64
9/+3
+3
+8
j.214B
Tsubaki
2000
High
19
3
Until L+9
-4
H
80
85
4
18
Launch
60 + Down 23
Launch
75 + Down 23
8
+0
+5
Cut Projectile
Fuumajin
1500
All
91
P2
80
100
3
16
Launch
40
Launch
54
0/+11
+11
+13
Extra Skills
All Extra Skills have the following properties unless otherwise stated:
Cost 1 Skill Gauge on 4F
Skill Gauge Cooldown 180F (starting on 5F)
input
name
damage
guard
startup
active
recovery
onBlock
attribute
invuln
p1
p2
cancel
level
blockstun
groundHit
airHit
groundCH
airCH
blockstop
hitstop
CHstop
input
name
damage
guard
startup
active
recovery
onBlock
attribute
invuln
p1
p2
cancel
level
blockstun
groundHit
airHit
groundCH
airCH
blockstop
hitstop
CHstop
236C
EX Renka
1400×2
Low, All
9
3(12)3
21
-5
F, B
90
85×2
4
18
Crumple, Launch
30 + Down 23, 30
Crumple, Launch
45 + Down 23, 45
15, 12
+0
+5
214C
Yanagi
1000, 0, 3500
All
30
3
9
+7
B
4~27 Guard All
80
75
4
18
Launch
60 + Down 23
Launch
75 + Down 23
12
12, 0
+0
j.214C
EX Tsubaki
2500
High
15
3
22+4L
+2
H
80
85
4
18
Launch
60 + Down 30
Launch
75 + Down 30
8
+0
+5
Partner Skills
Startup includes the 18F needed to come onscreen. The character is invincible 1-18F.
During Cross Combo, startup is reduced by 18F and this invincibility is removed.
input
name
damage
guard
startup
active
recovery
onBlock
attribute
invuln
p1
p2
cancel
level
blockstun
groundHit
airHit
groundCH
airCH
blockstop
hitstop
CHstop
input
name
damage
guard
startup
active
recovery
onBlock
attribute
invuln
p1
p2
cancel
level
blockstun
groundHit
airHit
groundCH
airCH
blockstop
hitstop
CHstop
5P
Gurren
1700
All
(18)+21
3
20
-4
B
70
85
4
18
Launch
60 + WBounce
12
+0
6P
Shippu
3900, 1950
All
(18)+90
4,P
41
-24
B, P1
70
80
5, 4
20, 18
Launch
50 + Down 23, 80
25, 0/+12
+0, +12
4P
Enma
1700
All
(18)+12
7
28
-16
B
70
85
4
18
Launch
60
16
+0
Distortion Skills
All Distortion Skills have the following properties unless otherwise stated:
Cost 2 Skill Gauge the frame before superflash
Skill Gauge Cooldown 180F (starts frame after superflash starts)