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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.
The following count as Yoyo Moves: Yoyo Placement, Yoyo Recall, Roger Rush, Jagged Roger, Roger Hug, Roger Get, Rolling Movement, Me and My Killing Machine (includes all air versions of these moves).
Universal Mechanics
name
guard
level
onBlock
startup
active
recovery
cancel
invuln
prorate
blockstun
groundHit
airHit
hitstop
damage
tension
gbp
gbm
name
guard
level
onBlock
startup
active
recovery
cancel
invuln
prorate
blockstun
groundHit
airHit
hitstop
damage
tension
gbp
gbm
Ground Throw
45 pixels
R
Forced 50%
Down + GBounce
48
6.88
6×2
Air Throw
88 pixels
Forced 50%
Down
55
4.00
6
Dead Angle Attack
All
3
-6
11
6
14
R
1~16F All
50%
13
Down
14
13
25
0.52
10
7
Special Moves
input
name
guard
level
onBlock
startup
active
recovery
cancel
invuln
prorate
frcWindow
blockstun
groundHit
airHit
hitstop
damage
tension
gbp
gbm
input
name
guard
level
onBlock
startup
active
recovery
cancel
invuln
prorate
frcWindow
blockstun
groundHit
airHit
hitstop
damage
tension
gbp
gbm
XH
Ground Yoyo Placement
Varies on direction
N/A
j.XH
Air Yoyo Placement
Varies on direction
N/A
Knockdown > H
Knockdown Yoyo Placement
Total 38
1~End All
N/A
Ground Yoyo Recall
Ground Yoyo Recall
All
4
+22
12
Total 20
N/A
16
17
16
14
40
-/2.40
0
6
Air Yoyo Recall
Air Yoyo Recall
All
4
+22
14
Total 22
N/A
16
17
16
14
40
-/2.40
0
6
236K
Kick Start My Heart
Mid
4
-26
11
34
9
R
3~4F Feet
N/A
16
17
16
14
30
-/7.20
14
6
236K > P
Stop
Mid
2
-10
7
6
28
N/A
11
Down
12
12
40
-/1.20
6
7
236K > K
Shoot
Mid
3
-39
2
12
21+20 after landing
R
N/A
13
Launch
24
13
50
-/7.20
10
7
623P
Starship
Mid
3
-17
13
3×5
25
RF
1~9 All 10~16F Strike
80%
19~20F
13
Down, Launch×3
14
6
22×4
2.00/2.40×4
10×4
7×4
j.623P
Air Starship
All
2
-5
13
3×5
Until landing+10
RF
1~13F Strike
80%
19~20F
11
Launch
24
6
18×3
2.00/3.00×3
6×3
5×3
236H
Roger Rush
All
4
+80
28
See notes
Total 32
F
16~17F
16
Stagger 35
16
14
36×3
2.00/1.20×3
0
8×3
j.236H
Air Roger Rush
All
4
23
See notes
Total 42
N/A
16
Stagger 35
16
14
36×3
2.00/1.20×3
0
8×3
214H
Jagged Roger
All
3
+36
38
105
Total 32
F
22~23F
13
14
14
6
20×3
2.00/1.20×3
0
7×3
j.214H
Air Jagged Roger
All
3
+29
29
105
Total 37
N/A
13
14
14
6
20×3
2.00/1.20×3
0
7×3
623H
Roger Hug
All
3
+20
34
27
Total 40
N/A
13
14
14
13
30
2.00/4.80
0
7
421H
Roger Get (Low Altitude)
All
3
19
Until landing
Total 30
F
Forced 75%
20~21F
13
14
14
13
20
2.00/1.20
0
7
421H High
Roger Get (High Altitude)
All, Low
3
18
Until landing, (11)42
Total 30
F
Forced 75%
20~21F
13
Stagger 45, Down
14
13
20×2
2.00/1.20×2
0
7×2
j.421H
Air Roger Get (Low Altitude)
All
3
19
Until landing
Total 34
F
Forced 75%
20~21F
13
14
14
13
20
2.00/1.20
0
7
j.421H High
Air Roger Get (High Altitude)
All, Low
3
18
Until landing, (11)42
Total 34
F
Forced 75%
20~21F
13
Stagger 45, Down
14
13
20×2
2.00/1.20×2
0
7×2
214K
Rolling Movement
N/A
※1: Landing during these moves causes Bridget to recover immedaitely. (ignore listed recovery).
※2: CH state till end of recovery. Listed Frame Adv is for when the Yoyo is released right on top of the opponent.
※3: Attack (Yoyo/Roger) disappears immediately if Bridget is hit or blocks an attack
Force Breaks
input
name
guard
level
onBlock
startup
active
recovery
cancel
invuln
prorate
frcWindow
blockstun
groundHit
airHit
hitstop
damage
tension
gbp
gbm
input
name
guard
level
onBlock
startup
active
recovery
cancel
invuln
prorate
frcWindow
blockstun
groundHit
airHit
hitstop
damage
tension
gbp
gbm
236D
FB Roger Rush
All
3×2, 5
+87
16
10(10)10(18)16
Total 36
F
16~17F
13×2, 18
Stagger 35, Launch×2
40×2, 60 + WStick 31
13×2, 15
20×2, 50
-/0×2, 0.24
10×2,20
8×2,15
j.236D
FB Air Roger Rush
All
3×2, 5
23
10(10)10(18)16
Total 33
N/A
13×2, 18
Stagger 35, Launch×2
40×2, 60 + WStick 31
13×2, 15
20×2, 50
0.40/0×2, 0.24
10×2,20
8×2,15
214D
FB Jagged Roger
All
3
+54
38
85
Total 39
F
22~23F
13
14
14
6
20×5
10×5
7×5
j.214D
FB Air Jagged Roger
All
3
+47
29
85
Total 37
N/A
13
14
14
6
20×5
0.40/-
10×5
7×5
Overdrives
input
name
guard
level
onBlock
startup
active
recovery
cancel
invuln
prorate
frcWindow
blockstun
groundHit
airHit
hitstop
damage
tension
gbp
gbm
input
name
guard
level
onBlock
startup
active
recovery
cancel
invuln
prorate
frcWindow
blockstun
groundHit
airHit
hitstop
damage
tension
gbp
gbm
632146S
Loop the Loop
Mid×7, High
5, 2×6, 5
-24
5+1
3(6)3(3)3,6,3,6,3,9(12)20
16
RF
5~7F Strike
42~45F
18, 11×6, 18
19, 12×5, Stagger 75, Launch
60×7, 60 + GBounce
15, 6×6, 15
20×7, 60
20, 6×6, 15
6, 7×6, 6
4123641236S
Maintenance Disaster
Mid
1
4+0
48
Total 44
1~4F All
N/A
9
Launch
30
11
24×18
3×18
8×18
632146H
Me and My Killing Machine
All
3
1+23
117
Total 32
1~14F All 15~21F Strike
N/A
13
Launch
60
6
25×12
10×12
7×12
412364H
Me and My Killing Machine (Delay)
All
3
1+13
129
Total 24
1~1F All
N/A
13
Launch
60
6
25×6
10×6
7×6
Instant Kill
input
name
guard
level
onBlock
startup
active
recovery
cancel
invuln
prorate
blockstun
groundHit
airHit
hitstop
damage
tension
gbp
gbm
input
name
guard
level
onBlock
startup
active
recovery
cancel
invuln
prorate
blockstun
groundHit
airHit
hitstop
damage
tension
gbp
gbm
236236H
Shoot the Moon
All
4
-86
7+6
12
91
1~7F Strike
16
14
Fatal
14
Gatling Table
Ground Gatlings
P
K
S
Yoyo
D
Cancel
5PGuardMidStartup6Recovery9Advantage-1
5P[+], 2P[+], 6P[+]
5K[+], 2K[+], 6K
c.S, f.S, 2S, 6S
Yes[+]
5D, 2D
Jump, Special, Super
2PGuardMidStartup7Recovery3Advantage+3
5P, 2P, 6P
5K, 2K, 6K
c.S, f.S, 2S, 6S
Yes
5D, 2D
Special, Super
6PGuardMidStartup11Recovery14Advantage-6
-
6K
c.S, f.S, 2S, 6S
Yes
5D, 2D
Special, Super
3PGuardAllStartup8Recovery7Advantage-5
-
-
-
Yes
-
Special, Super
5KGuardMidStartup6Recovery11Advantage-2
6P
6K
c.S, f.S, 2S, 6S
Yes
5D, 2D
Jump, Special, Super
2KGuardLowStartup5Recovery6Advantage+1
2P, 6P
6K
c.S, f.S, 2S
Yes
5D, 2D
Special, Super
6KGuardHighStartup23Recovery15Advantage-4
-
-
-
-
-
Special, Super
c.SGuardMidStartup7Recovery12Advantage+3
6P
-
f.S, 2S
Yes
5D, 2D
Jump, Special, Super
f.SGuardMidStartup7Recovery18Advantage-10
-
-
2S, 6S
Yes
5D, 2D
Special, Super
2SGuardMidStartup10Recovery12Advantage-10
-
2K
6S
Yes
5D, 2D
Jump, Special, Super
6SGuardMidStartup10Recovery29Advantage-18
-
-
-
Yes
-
Jump, Special, Super
5DGuardHighStartup30Recovery24Advantage-16
-
-
-
Yes
-
Homing Jump
2DGuardLowStartup7Recovery20Advantage-7
-
-
-
-
-
Special, Super
Air Gatlings
P
K
S
Yoyo
D
Cancel
j.PGuardHigh/AirStartup5Recovery6Advantage-
j.P
j.K
j.S, j.2S
Yes
j.D
Special
j.KGuardHigh/AirStartup6Recovery12Advantage-
j.P
-
j.S
Yes
j.D
Jump, Special
j.SGuardHigh/AirStartup10Recovery19Advantage-
-
j.K
j.2S
Yes
j.D
Special
j.2SGuardHigh/AirStartup10Recovery25Advantage-
-
-
-
Yes
-
Jump, Special
j.DGuardHigh/AirStartup15Recovery16+4 after landingAdvantage-
-
-
-
FB only
-
Special
5D can be only canceled into Homing Jump on ground hit