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After blocking this attack, how soon can the attacker move compared to the defender. 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.
A positive value means the attacker can move first.
A negative value means the defender can move first.
Amount of tension gained on hit. For special moves first value is amount gained on startup. For moves using tension values are after tension penalty applied.
When hitting an airborne opponent, how many frames for which they cannot air tech.
The duration of wallstick and slide is part of total untechable time.
Ground bounce lasts for 10 frames which are added on top of move's untechable time.
Notes field will include ground bounce frames in untech time.
Attack Level Values
Each attack has an Attack Level. Depending on the level, the attack will inflict a different amount of hitstun / blockstun, though some attacks override these default values with their own.
Use the chart below to determine how much hitstun/blockstun an attack will inflict.
Blockstun
Attack Level
Lv 1
Lv 2
Lv 3
Lv 4
Lv 5
Normal Blockstun
9
11
13
16
18
FD Blockstun
+2
+2
+2
+2
+2
IB Blockstun
-2
-3
-3
-4
-4
Air Blockstun
9
11
13
16
19
Air FD Blockstun
+2
+3
+4
+4
+4
Air IB Blockstun
-6
-6
-6
-7
-8
Blockstop/Hitstop
11
12
13
14
15
Hitstun/Untech Time
Attack Level
Lv 1
Lv 2
Lv 3
Lv 4
Lv 5
Standing Hitstun
10
12
14
17
19
Crouching Hitstun
+0
+1
+1
+1
+1
Untechable Time (Air hit)
10
12
14
16
18
Hitstop
11
12
13
14
15
CH Hitstop
+0
+2
+4
+8
+12
Untechable time is doubled on CH.
Additional hitstop from CH only affects the receiver. In practice it acts as additional hitstun/untechable time.
11~12FThe first two active frames; FRC immediately as the move hits
3K
Low
4
-1
19
4
14
SR
1~4F Low Guardpoint 1~End Throw
80%
0.50/4.80
38
11
6
16
17
16
14
N/A
6S
Mid
3
-7
13
4
17
SJR
7~12F High Guardpoint
2.64
34
10
7
13
14
14
13
N/A
3S
Mid
5
+1
28
12
10
SJR
1~27F Low Guardpoint
3.84
28
20
6
22
19
18
15
N/A
6H
Mid
4
-14
21
6
25
SRF
13~20F High Guardpoint, Throw
80%
3.84
44
14
6
16
Launch
19
14
17~20FFRC immediately before the move hits
2P
Mid
1
0
5
4
6
CSR
80%
1.44
8
3
8
9
10
10
11
N/A
2K
Low
3
+6
8
2
6
SR
70%
2.64
12
8
7
13
14
14
13
N/A
2S
Low
3
-6
8
6
14
SR
11~13F, 21~23F Low Profile
2.64
28
8
7
13
14
14
13
N/A
2H
Mid
5
+5
20
5
15
SR
10~19F Low Guardpoint
3.84
38
20
6
24
19
18
15
N/A
2D
Low
4
-11
7
3
25
SR
5~23F Low Profile
3.84
28
11
6
16
Down
16
14
N/A
j.P
High/Air
1
8
3
3
CSR
1.44
10
3
8
9
10
10
11
N/A
j.K
High/Air
3
6
6
10
SR
2.64
18
8
7
13
14
14
13
N/A
j.S
High/Air
3
7
9
18
SJR
2.64
28
8
7
13
14
14
13
N/A
j.H
High/Air
3
13
6
15
SR
2.64
32
8
7
13
14
14
13
N/A
j.D
High/Air
3
10
6
14+6 after landing
SR
1~11F, 22~End Upper Body
90%
2.64
40
8
7
13
Launch
30
13
N/A
Universal Mechanics
name
guard
level
onBlock
startup
active
recovery
cancel
invuln
prorate
tension
damage
gbp
gbm
blockstun
groundHit
airHit
hitstop
name
guard
level
onBlock
startup
active
recovery
cancel
invuln
prorate
tension
damage
gbp
gbm
blockstun
groundHit
airHit
hitstop
Ground Throw
43 pixels
Forced 50%
4.00
56
6
Down
Air Throw
88 pixels
Forced 50%
4.00
60
6
60
Dead Angle Attack
All
3
-4
12
6
12
R
1~11F All 12~26F Throw
50%
0.52
25
10
7
13
Down
14
13
Special Moves
input
name
guard
level
onBlock
startup
active
recovery
cancel
invuln
prorate
tension
damage
gbp
gbm
blockstun
groundHit
airHit
hitstop
frcWindow
input
name
guard
level
onBlock
startup
active
recovery
cancel
invuln
prorate
tension
damage
gbp
gbm
blockstun
groundHit
airHit
hitstop
frcWindow
236P
Shitsu
All
1
-7
21
56
Total 48
2.50/1.20×3
18, 16×2
0
8×3
9
10
10
11
N/A
236S
S Fuujin
Mid
3
-16
15
3
27
R
2.50/3.60
30
10
7
13
14
40 + Slide 30
13
N/A
236H
H Fuujin
Mid
3
-16
20
3
27
R
1~12F Strike
80%
2.90/4.08
46
10
7
13
Launch
38 + WBounce
13
N/A
236S > P
Shin: Isshiki
All
3
+17
36
Total 50+8 after landing
F
1.60/1.20×6
10×6
0
7×6
13
14
14
13
6~8FFRC immediately after the followup starts
236S > K
Issokutobi
24+6 after landing
7~24F Lower Body
1.70/-
N/A
236S > S
Nagiha
Low
3
-19
10
6
27
RF
1.50/2.40
30
8
7
13
Launch
35
13
23~25FFRC is very late, when Anji swings his arm upwards after completing the strike and the blue swipe disappears
236S > H
Rin
High
5
0
27
8
16
R
8~26F High Guardpoint 1~22F Throw
-/7.20
40
15
30
21
Down
40
15
N/A
Autoguard > P
Kou
Mid
3, 1×6, 5
-41
4
2, 4×6, 12
11+8 after landing
R
1~4F Strike 5~13F Upper Body
-/7.20×8
25, 7×6, 20
10, 3×6, 20
7, 4×7
13, 9×6, 18
Launch
20×7, 60
13, 5×6, 15
N/A
Autoguard > K
Sou
Mid
2×3, 5
+4
11
4×2,3(4)5
14
RF
1~11F Strike 12~23F Lower Body
0.50/2.40×3, 5.80
12×3, 38
6×3, 20
5×3, 15
11×3, 22
14×3, 23
12×3, 68
6×3, 15
26~28FFRC is during the first active frames of the last, stronger hit
623H
On
Unblockable
3
11
18
20+6 after landing
F
2.50/6.00
0, 90
7, 8
120
13
11~13F on whiffFRC is shortly after Anji leaves the ground, as the move goes active
214P
P Kai
High/Air
3
+2
28
3
9
R
22~27F Feet
90%
2.00/7.20
32
8
7
13
Launch
30
13
N/A
214K
K Kai
High/Air
4
+1
32
10
8 after landing
RF
32~41F Feet
2.50/1.80
50
11
6
16
Launch
30 + GBounce
14
23~31FFRC is as Anji starts to descend after rising
j.214P
Shin: Nishiki
High/Air
3
-37
14
7
44
R
1~11F Feet 14~20F Lower Body
2.50/2.40
45
8
7
13
Launch
50 + GBounce
6
N/A
Force Breaks
input
name
guard
level
onBlock
startup
active
recovery
cancel
invuln
prorate
tension
damage
gbp
gbm
blockstun
groundHit
airHit
hitstop
frcWindow
input
name
guard
level
onBlock
startup
active
recovery
cancel
invuln
prorate
tension
damage
gbp
gbm
blockstun
groundHit
airHit
hitstop
frcWindow
236D
FB Shitsu
All, High/Air×2
1, 2×2
-9
21
88
Total 50
0.50/-
25, 16×2
0
8, 12×2
9, 11×2
10, 12×2
10, 12×2
11, 12×2
N/A
236S > D
FB Rin
High
5
+5
21
8
8
R
2~20F High Guardpoint 2~25F Throw
50
15
20
18
Launch
50 + GBounce
15
N/A
Autoguard > D
FB Kou
Mid
3, 1×6, 5
-66
4
2,4×6(24)4
24
R
1~11F Strike 12~13F Upper Body
35, 7×6, 70
10, 3×6, 20
7, 4×7
13, 9×6, 18
Launch
60, 20, 60×5, 100
13, 5×6, 15
N/A
623D
FB On
Unblockable
3
21
18
35+6 after landing
F
10~18F Low Profile 19~38F Strike
Forced 70%
0.50/1.20
0, 90
7, 8
120
13
19~20FFRC is shortly after Anji leaves the ground
Overdrives
input
name
guard
level
onBlock
startup
active
recovery
cancel
invuln
prorate
tension
damage
gbp
gbm
blockstun
groundHit
airHit
hitstop
frcWindow
input
name
guard
level
onBlock
startup
active
recovery
cancel
invuln
prorate
tension
damage
gbp
gbm
blockstun
groundHit
airHit
hitstop
frcWindow
632146H
Issei Ougi: Sai
All
3
-40
7+3
4×9,2×2,4×4
63
F
3~6F Above Chest
11×11, 50
10×15
2×11, 7
13
13×10, Launch×2
14×10, 50, 82
13
63-67FFRC is right after the last of the 'spinning' hits of the fan, and as Anji begins to stand
[2]8K
Tenjinkyaku
High/Air
5, 3×13
-11
18+0
10
20 after landing
R
4~20F Strike
2.00/-
30, 14×13
15
6, 2×13
18
Launch
18, 14×13
15, 0×13
N/A
Autoguard > 63214S
Kachoufuugetsu
Mid
5
-61
7+0
5(16)5(12)5(20)5
75
RF
1~22F All 23~69F Throw
40×4
20×4
6×4
18
Stagger 65×3, Launch
80
15
63-65FFRC is shortly before the last hit of the super, roughly ~2/3 between the third and fourth hits as Anji begins to bow and bring the fan up for the last swing
Instant Kill
input
name
guard
level
onBlock
startup
active
recovery
cancel
invuln
prorate
tension
damage
gbp
gbm
blockstun
groundHit
airHit
hitstop
input
name
guard
level
onBlock
startup
active
recovery
cancel
invuln
prorate
tension
damage
gbp
gbm
blockstun
groundHit
airHit
hitstop
236236H
Zetsu
All
5
-159~
17+4
18~Recovery Throw
Fatal
20
18
15
High autoguard works on anything you could block standing, low autoguard on things you'd have to block low. Compared to normal blocking, attacks that are autoguarded use up 2 more frames of animation, and commands entered during the pause execute 1 frame faster (movement starts during hit stop).
Gatling Table
Ground Gatlings
P
K
S
H
D
Cancel
5PGuardMidStartup4Recovery8Advantage+3
6P, 3P
6K
3S
5H, 6H
5D, 2D
Jump, Special, Super
2PGuardMidStartup5Recovery6Advantage0
5P, 2P, 6P
5K, 2K
5S, 6S, 2S, 3S
5H, 2H, 6H
5D, 2D
Special, Super
6PGuardMidStartup18Recovery16Advantage-1
3P
6K, 3K
5S, 6S, 2S, 3S
5H, 2H, 6H
5D, 2D
Special, Super
3PGuardHighStartup20Recovery11Advantage0
-
-
-
-
-
-
5KGuardMidStartup5Recovery6Advantage-1
6P, 3P
6K
5S, 6S, 2S
5H, 2H, 6H
5D, 2D
Jump, Special, Super
2KGuardLowStartup8Recovery6Advantage+6
6P
3K
6S, 2S
2H, 6H
5D, 2D
Special, Super
6KGuardMidStartup11Recovery18Advantage-10
3P
5K[*][+]
-
-
-
-
3KGuardLowStartup19Recovery14Advantage-1
-
-
-
-
-
Special, Super
5SGuardMidStartup7Recovery13Advantage0
6P, 3P
-
6S, 2S, 3S
5H, 2H, 6H
5D, 2D
Jump, Special, Super
6SGuardMidStartup13Recovery17Advantage-7
3P
6K, 3K
2S
5H, 2H
5D, 2D
Jump, Special, Super
2SGuardLowStartup8Recovery14Advantage-6
-
-
3S
5H, 2H, 6H
5D, 2D
Special, Super
3SGuardMidStartup28Recovery10Advantage+1
3P
-
5S[^]
5H[^]
-
Jump, Special, Super
5HGuardMidStartup15Recovery21Advantage-6
6P
6K
3S
6H
5D, 2D
Special, Super
2HGuardMidStartup20Recovery15Advantage+5
6P[*][+]
3K
-
5H, 6H
5D, 2D
Special, Super
6HGuardMidStartup21Recovery25Advantage-14
-
-
-
-
-
Special, Super
5DGuardHighStartup27Recovery26Advantage-18
-
-
-
-
-
Homing Jump, Special, Super
2DGuardLowStartup7Recovery25Advantage-11
-
-
-
-
-
Special, Super
Air Gatlings
P
K
S
H
D
Cancel
j.PGuardHigh/AirStartup8Recovery3Advantage-
j.P
j.K
j.S
j.H
j.D
Special
j.KGuardHigh/AirStartup6Recovery10Advantage-
j.P
-
j.S
-
j.D
Special
j.SGuardHigh/AirStartup7Recovery18Advantage-
j.P
-
-
j.H
j.D
Jump, Special
j.HGuardHigh/AirStartup13Recovery15Advantage-
-
-
-
-
j.D
Special
j.DGuardHigh/AirStartup10Recovery14+6 after landingAdvantage-
j.P[*][+]
j.K[*][+]
j.S[*][+]
j.H[*][+]
-
Special
5D can be only canceled into Homing Jump on ground hit
X = X is available on hit or block
X[+] = X is available on hit, block, or whiff
X[*] = X is a delayed cancel, not immediately on hit like normal