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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.
Values for On-Block for normal attacks have 4 values separated by "/".
First value is the normals standard frame data without performing a Mist Cancel
Second-Fourth values are for Level 1/2/3 Mist Cancel
NOTE: These numbers are for on block; to get hit advantage, add +1 for standing hits and +2 for crouching hits.
input
guard
level
onBlock
startup
active
recovery
cancel
invuln
prorate
frcWindow
blockstun
groundHit
airHit
hitstop
damage
tension
gbp
gbm
input
guard
level
onBlock
startup
active
recovery
cancel
invuln
prorate
frcWindow
blockstun
groundHit
airHit
hitstop
damage
tension
gbp
gbm
5P
Mid
1
0/-2/+1/+3
5
4
6
SJR
N/A
9
10
10
11
12
1.44
3
8
5K
Mid
2
-2/+0/+3/+5
6
5
9
SJR
N/A
11
12
12
12
16
2.64
6
7
c.S
Mid
3
+3/+2/+5/+7
6
3
8
SJR
N/A
13
14
14
13
26
2.64
10
7
f.S
Mid
4
-7/+5/+8/+10
8
3
21
SR
N/A
16
17
16
14
34
3.84
14
6
5H
Mid
5
-16/+7/+10/+12
11
2
33
SR
N/A
18
19
18
15
42
3.84
20
6
5D
High
3
0
30
8
6
R
N/A
13
Launch 48
14
13
22
2.64
8
20
6P
Mid
3
-2/+2/+5/+7
11
6
10
SJR
1~4F Upper Body 5~16F Above Knees
80%
N/A
13
Launch 28
14
13
25
2.64
10
10
6K
Mid
4
-3/+5/+8/+10
16
4
16
SRF
7~13F Upper Body
12~13F
16
Launch
35
14
30
3.84
14
20
6H
Mid
5
-15/+7/+10/+12
18
2
32
SJR
N/A
18
19
18
15
64
3.84
20
9
3H
Mid
5
-14/+7/+10/+12
11
8(2)2
31
SR
N/A
18
19
18
15
28×2
3.84×2
10×2
6×2
2P
Mid
1
+1/-2/+1/+3
5
3
6
SR
90%
N/A
9
10
10
11
10
1.44
3
8
2K
Low
1
+2/-2/+1/+3
8
4
4
SR
75%
N/A
9
10
10
11
12
1.44
3
8
2S
Low
3
-4/+2/+5/+7
9
6
12
SR
75%
N/A
13
14
14
13
30
2.64
8
7
2H
Mid
5
-16
5
6
29
R
N/A
18
19
18
15
48
3.84
20
6
2D
Low
4
-8/+5/+8/+10
9
2(3)3
22
SR
N/A
16
Launch
16, Down
14
25×2
3.84×2
11×2
6×2
j.P
High/Air
1
6
5
9
SR
N/A
9
10
10
11
12
1.44
3
8
j.K
High/Air
2
8
6
8
SJR
N/A
11
12
12
12
20
2.64
5
7
j.S
High/Air
3
10
2
23
SJR
N/A
13
14
14
13
32
2.64
8
7
j.H
High/Air
3
13
5
21
SR
N/A
13
14
14
13
40
2.64
8
7
j.D
High/Air
3
8
7
14+5 after landing
SR
N/A
13
Launch
24 + WBounce
13
44
2.64
8
7
Mist Cancel Advantage
Normal
Raw
Level 1
Level 2
Level 3
5P
0
-2
+1
+3
5K
-2
0
+3
+5
c.S
+3
+2
+5
+7
f.S
-7
+5
+8
+10
5H
-16
+7
+10
+12
5D
0
N/A
6P
-2
+2
+5
+7
6K
-3
+5
+8
+10
6H
-15
+7
+10
+12
3H
-14
+7
+10
+12
2P
+1
-2
+1
+3
2K
+2
-2
+1
+3
2S
-4
+2
+5
+7
2H
-15
N/A
2D
-8
+5
+8
+10
Universal Mechanics
name
guard
level
onBlock
startup
active
recovery
cancel
invuln
prorate
frcWindow
blockstun
groundHit
airHit
hitstop
damage
tension
gbp
gbm
name
guard
level
onBlock
startup
active
recovery
cancel
invuln
prorate
frcWindow
blockstun
groundHit
airHit
hitstop
damage
tension
gbp
gbm
Ground Throw
45 pixels
F
Forced 40%
36~39F
Launch 43
40
4.00
6
Air Throw
88 pixels
Forced 50%
N/A
60 + WBounce
60
4.00
6
Dead Angle Attack
All
3
-6
14
10
10
R
1~13F All 14~23F Above Knees 14~28F Throw
50%
N/A
13
Launch 28 + WBounce
14 + WBounce
13
25
0.52
10
7
Forward Dash
Total 22
J
1~14F Feet
100%
N/A
Specials
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
236[P/K/S]
Mist Finer Stance
See notes
N/A
0.50/-
Stance 66
Step Forward
14
N/A
Stance 44
Step Backward
14
N/A
Stance H
Stance Cancel
3
N/A
236P Lv1
Mist Finer: Upper (Lv 1)
Mid
4
-4
9+4
4
17
R
70%
N/A
16
17
39
0
35
1.00/7.20
14
6
236P Lv2
Mist Finer: Upper (Lv 2)
Mid
5
-7
6+4
4
22
RF
19~20F
18
Launch
70 + WBounce
0
38
1.00/12.00
20
6
236P Lv3
Mist Finer: Upper (Lv 3)
Mid
5
-5
4+4
{4(3)}×3,{3(4)4(3)}×2,3(4)4
20
R
N/A
18
Launch
120
0
20×9
3.00/2.88×9
20×9
3×9
236K Lv1
Mist Finer: Middle (Lv 1)
All
4
-19
9+6
3
33
R
85%
N/A
16
Launch
40
0
32
1.00/7.20
14
10
236K Lv2
Mist Finer: Middle (Lv 2)
All
5
-7
6+4
3
23
RF
Forced 90%
19~20F
18
Launch
70 + Slide 40
0
40
1.00/12.00
20
6
236K Lv3
Mist Finer: Middle (Lv 3)
All×2, Low, All, Low×2, All×2, Low
5
-8
4+4
3(4)4(4)2(4)3(5)2(4)3(4)3(5)2
25
RF
All active frames
18
19×8, Stagger 55
120
0
18×9
3.00/2.88×9
20×2, 15, 20, 15×2, 20×2, 15
3×9
236S Lv1
Mist Finer: Lower (Lv 1)
Low
4
-14
9+11
2
29
R
70%
N/A
16
Launch
40
0
29
1.00/7.20
11
6
236S Lv2
Mist Finer: Lower (Lv 2)
Low
5
-6
6+5
2
23
RF
85%
19~20F
18
Launch
50
0
35
1.00/12.00
15
6
236S Lv3
Mist Finer: Lower (Lv 3)
Low×6, All×2, Low
5
-10
4+5
{2(5)}×5,2(4)3(4)3(5)2
27
R
N/A
18
19×8, Launch
18×8, 50
0
17×9
3.00/2.88×9
15×6, 20×2, 15
3×9
236H
Glitter Is Gold
All
3
+4
5
33
Total 20
N/A
13
14
14
6
10
0.75/1.20
0
12
214H
Glitter Is Gold (Upward)
All
3
+4
5
65
Total 20
N/A
13
14
14
6
10
0.75/1.20
0
12
214P
Bacchus Sigh
9
100
Total 53
F
41~46F
1.00/-
j.41236H
Ensenga
High/Air
3
-25
9
2(2)3
Until landing+16
R
90%
N/A
13
14, Launch
60, 30
6, 13
6, 62
2.00/3.60×2
8×2
7×2
623S
Divine Blade Transport
35+5 after landing
F
5~17F Strike
8~10F
2.00/-
623S > S
Divine Blade
All
5
5+7
10
Until landing+7
F
80%
9~10F
18
Down
20
15
50
-/1.20
0
12
j.236S
Air Divine Blade
All
5
-7
13
10
Until landing+13
F
80%
15~16F
18
Down
20
15
50
3.00/1.20
0
12
421S
Killer Joker Transport
29+5 after landing
F
10~12F
2.00/-
421S > S
Killer Joker
All
4
8+10
3
Until landing+14
RF
13~15F
16
Launch
36
0
40
1.00/2.40
14
9
j.214S
Air Killer Joker
All
4
9
3
Until landing+13
RF
90%
12~14F
16
Launch
30
0
32
1.00/2.40
14
6
※1: Cancels projectiles, but loses hit potential.
※2: Cancels projectiles, and retains hit potential.
Mist Finer Stance notes are noting how many frames it takes to both get into Mist Stance and then input the Stance Cancel. It does NOT take the Cancel's recovery frames into account.
Mist Stance Cancel takes into account the total frames of going into Mist Stance, waiting for the soonest possible Cancel point, and the recovery frames of the Cancel.