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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.
※1 Dizzy is in CH state until the move ends; Fish appears on 34F; Data in () is when done as followup; Data in [] is for Dizzy; Fish disappears if it gets hit; After the fish is gone, it will be unavailable for 105F ; The follow-up move must be inputted during Dizzy's recovery frames; P, K, and D will have 12F of hitstop for Fish itself
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
j.214D
FB Please Leave Me Alone
9
199
Total 25
N/A
j.214D Pop
FB Please Leave Me Alone (Pop)
All
4
13
6
N/A
16
Launch
36
14
45
-/0.24
0
6
421D
FB I Use This to Get Fruit
All
3
31
Total 47
F
15~16F
13
Launch
14
13
30×3
-/0.24×3
10×3
10×3
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
Imperial Ray
All
3
7+0
{6(4)}×N
Total 41
F
5~6F Strike
43~44F during superflash
13
Launch
90
0
40×N
10×N
9×N
632146P
Necro Unleashed
Throw
1, 3×6
9+4
20
14
1~9F All 10~14F Strike
N/A
Launch
Down
11
0, 40×6
8, 7×6
64641236H
Gamma Ray
All
5
-31
16+7
6(24)6(51)46
F
200%
53~58F
18
Launch
120×5, 18×32
7×5, 15×32
13×5, 12×32
20×39
6×5, 4×32
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
[2]8462PH
I Can't... Contain My Strength
All
5
-76
103+3
10
85
18
15
Fatal
20
Gatling Table
Ground Gatlings
P
K
S
H
D
Cancel
5PGuardMidStartup5Recovery12Advantage-4
5P, 2P, 6P
5K, 2K
c.S, f.S, 2S
5H, 2H, 6H
5D, 2D
Jump, Special, Super
2PGuardMidStartup6Recovery9Advantage-2
5P, 2P, 6P
5K, 2K
c.S, f.S, 2S
5H, 2H
5D, 2D
Special, Super
6PGuardMidStartup11Recovery19Advantage-9
-
-
c.S, f.S, 2S
5H, 2H, 6H
5D, 2D
Special, Super
5KGuardMidStartup7Recovery14Advantage-4
6P
-
c.S, f.S, 2S
5H, 2H
5D, 2D
Jump, Special, Super
2KGuardLowStartup6Recovery9Advantage-1
6P
-
c.S, f.S, 2S
5H, 2H
5D, 2D
Special, Super
c.SGuardMidStartup5Recovery11Advantage+1
6P
-
f.S, 2S
5H, 2H
5D, 2D
Jump, Special, Super
f.SGuardMidStartup8Recovery12Advantage-4
-
-
2S
5H, 2H
5D, 2D
Special, Super
2SGuardMidStartup7Recovery22Advantage-11
-
-
-
5H, 2H
5D, 2D
Jump, Special, Super
5HGuardMidStartup12Recovery15Advantage-4
-
-
-
2H
5D, 2D
Special, Super
2HGuardMidStartup8Recovery38Advantage-23
-
-
-
-
5D
Special, Super
6HGuardMidStartup18Recovery21Advantage-5
-
-
-
-
-
Jump (2nd hit), Special, Super
5DGuardHighStartup29Recovery15Advantage-12
-
-
-
-
-
Homing Jump
2DGuardLowStartup12Recovery33Advantage-19
-
-
-
-
-
Jump, Special, Super
Air Gatlings
P
K
S
H
D
Cancel
j.PGuardHigh/AirStartup6Recovery10Advantage-
j.P
j.K
j.S, j.2S
j.H
-
Jump, Special
j.KGuardHigh/AirStartup4Recovery12Advantage-
j.P
-
j.S, j.2S
-
-
Jump, Special
j.SGuardHigh/AirStartup9Recovery16Advantage-
j.P
-
-
j.H
j.D
Jump, Special
j.2SGuardHigh/AirStartup7Recovery8Advantage-
j.P
-
-
j.H
j.D
Special
j.HGuardHigh/AirStartup11Recovery28Advantage-
-
-
-
-
-
Special
j.DGuardHigh/AirStartup10Recovery15+5 after landingAdvantage-
-
-
-
-
-
Special
5D can be only canceled into Homing Jump on ground hit