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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.
16~18FFRC shortly after the ball is fired; at close range this will be roughly as the ball hits
13
14
14
13
30 [30]
1.50/1.44
3
6
[4]6H
H Stinger Aim
All
3
-13
9
Until Hit
Total 48
F
15~17FFRC with a slight delay after the ball is fired; at close range this will be after the ball hits
13
14
14
13
46 [46]
1.50/1.44
3
6
[4]6[S]
Enhanced S Stinger Aim
All
5
see notes
6 after release
Until Hit
30 after release
F
9~11F after releaseFRC shortly after the ball is fired; at close range this will be roughly as the ball hits
18
19
18
7
22×2~6 [30]
1.50/1.20×2~6
20×2~6
6×2~6
[4]6[H]
Enhanced H Stinger Aim
All
5
see notes
5 after release
Until Hit
44 after release
F
11~13F after releaseFRC with a slight delay after the ball is fired; at close range this will be after the ball hits
18
19
18
7
26×2~6 [46]
1.50/1.20×2~6
20×2~6
6×2~6
[2]8S
S Carcass Raid
All
3
+8
16
Until Hit
Total 34
N/A
13
14
14
13
36 [35]
1.50/1.44
3
6
[2]8H
H Carcass Raid
All
3
-9
13
Until Hit
Total 48
N/A
13
14
14
13
50 [49]
1.50/1.44
3
6
[2]8[S]
Enhanced S Carcass Raid
All
5
see notes
9 after release
Until Hit
27 after release
N/A
18
19
18
7
24×2~6 [35]
1.50/1.20×2~6
20×2~6
6×2~6
[2]8[H]
Enhanced H Carcass Raid
All
5
see notes
6 after release
Until Hit
41 after release
N/A
18
19
18
7
27×2~6 [49]
1.50/1.20×2~6
20×2~6
6×2~6
[4]6S > P
Cancel
Total 5
N/A
421X
Dubious Curve
Mid
5
-3
21
3
19
RF
1~17F Feet
21~22FThe first two active frames; FRC just as Dubious Curve hits
18
Launch
37 + Slide 26
15
32
1.00/3.12
20
6
623S
S Double Head Morbid
Mid
4
-15
9
8
24
R
N/A
16
Launch
25
6
44 [37]
1.30/2.16
14
6
623H
H Double Head Morbid
Mid
3
-16
15~
4×6
18
R
N/A
13
Launch
24
6
21×4 [40]
2.00/2.64×4
10×4
7×4
j.236S
S Mad Struggle
High/Air
3
+7
18
Until landing
6 after landing
R
N/A
13
14×4
14×4
13
12×4 [37]
1.50/2.40×4
8×4
7×4
j.236H
H Mad Struggle
High/Air×4, Mid×3
3
-8
16
Until landing,(5)2,6,2
20
R
1~7F Strike 8~9F Upper Body & FeetF 10~31F Feet
N/A
13
14×4, Launch×3
14×4, 80×3
13
15×4 [37], 15×3 [40]
1.50/2.40×4, 7.20×3
8×4, 10×3
7×7
623K
Teleport
15
(5 Intangible)
2
10~15F Strike 16~20F All
N/A
Hit Ball
Hit Ball
All
3
Variable
N/A
Until Hit
N/A
N/A
13
14
14
13
Ball Damage
-/1.44
3
6
Lightning Ball
Lightning Ball
All
3
Variable
N/A
Until Hit
N/A
N/A
13
14
14
6
[BallDamage÷2] x3
-/0.96×3
3×3
5×3
*: Damages listed in [ ] is the Hit Ball damage for balls hit by the listed 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
[4]6D
FB Stinger Aim
All
3
-3
9
Until Hit
Total 38
F
15~17FFRC shortly after the ball is fired; at close range this will be roughly as the ball hits
13
14
14
13
46×2 [46]
-/0.28
3
6
[4]6[D]
FB Charged Stinger Aim
All
5
see notes
5 after release
Until Hit
34 after release
F
11~13F after releaseFRC shortly after the ball is fired; at close range this will be roughly as the ball hits
18
19
18
7
26×2~6 [46]
-/0.24×2~6
20×2~6
6×2~6
[2]8D
FB Carcass Raid
All
3
+7
13
Until Hit
Total 32
N/A
13
14
14
13
35 [34]
-/0.28
3
6
[2]8[D]
FB Charged Carcass Raid
All
5
see notes
6 after release
Until Hit
25 after release
N/A
18
19
18
7
23×2~6 [33]
-/0.24×2~6
20×2~6
6×2~6
623D
FB Double Head Morbid
Mid
3
-14
15~
4×5,6
22
R
N/A
13
Launch
34
6
14×6 [40]
0.40/-
10×6
3×6
j.236D
FB Mad Struggle
All, High/Air
5
+19
14
2(2)2
6
R
100%, Forced 90%
N/A
18, 26
19, Launch
39, 43 + GBounce
0, 15
10, 30 [50]
20, 15
0, 9
※1: in CH state till end of recovery. Cancelable. Charging increases number of hits (2,3 or 6). Ball is released 6F after button is released. Dizzy modifier x0.
※2: Balls affected by this move can reflect horizontally off of the left and right walls once. Additionally, they may reflect horizontally off of the opponent once; this does not count against total reflections.
※3: Balls affected by this move can reflect off the ceiling three times.
※4: Placed balls will only reflect once, unless interfered with. Reflecting off the CRound does not count against total reflections.
Overdrives
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
2141236S
Dark Angel
All
5
7+18
Total Duration 35
10
7~15F Strike
18
19
60
0
10×28
3×28
2×28
j.236236H
Red Hail
All
3
10+0
Total Duration 91
25+9 after landing
13
14
14
13
26×8 [26]
3×8
6×8
632146X
Tactical Arch
12
Total Duration 29
Total 17
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
Dimmu Borgir
All
-20
15+11
6
33
1~19F Strike
Fatal
20
Gatling Table
Ground Gatlings
P
K
S
H
D
Cancel
5PGuardMidStartup6Recovery9Advantage-2
5P, 2P, 6P
5K, 2K
c.S, f.S, 2S
5H, 2H, 6H
5D, 2D
Jump, Special, Super
2PGuardMidStartup7Recovery10Advantage-4
5P, 2P, 6P
5K, 2K
c.S, f.S, 2S
5H, 2H
5D, 2D
Special, Super
6PGuardMidStartup9Recovery20Advantage-12
-
-
c.S, f.S, 2S
5H, 2H
5D, 2D
Special, Super
5KGuardMidStartup7Recovery15Advantage-8
6P
-
c.S, f.S, 2S
5H, 2H
5D, 2D
Jump, Special, Super
2KGuardLowStartup5Recovery9Advantage-2
6P
-
c.S, f.S, 2S
2H
5D, 2D
Special, Super
6KGuardMidStartup16Recovery25Advantage-13
-
-
f.S, 2S
5H, 2H
5D, 2D
Special, Super
c.SGuardMidStartup5Recovery20Advantage-10
6P
6K
f.S, 2S
5H, 2H, 6H
5D, 2D
Jump, Special, Super
f.SGuardMidStartup9Recovery18Advantage-6
-
-
2S
5H, 2H
5D, 2D
Special, Super
2SGuardMidStartup6Recovery20Advantage-7
-
-
-
5H, 2H
5D, 2D
Special, Super
5HGuardMidStartup10Recovery18Advantage-6
-
-
-
-
-
Special, Super
2HGuardMidStartup7Recovery21Advantage-7
-
-
-
-
5D, 2D
Special, Super
6HGuardMidStartup15Recovery27Advantage-14
-
-
-
-
-
Special, Super
5DGuardHighStartup25Recovery18Advantage-12
-
-
-
-
-
Homing Jump
2DGuardLowStartup6Recovery24Advantage-14
-
-
-
-
-
Special, Super
Air Gatlings
P
K
S
H
D
Cancel
j.PGuardHigh/AirStartup7Recovery9Advantage-
j.P[+]
j.K[+]
j.S[+]
j.H[+]
j.D
Special, Super
j.KGuardHigh/AirStartup8Recovery12Advantage-
j.P
-
j.S
-
j.D
Special, Super
j.SGuardHigh/AirStartup7Recovery21Advantage-
j.P
-
-
j.H
j.D
Jump, Special, Super
j.HGuardHigh/AirStartup10Recovery18Advantage-
-
-
-
-
j.D
Special, Super
j.DGuardHigh/AirStartup7Recovery13+6 after landingAdvantage-
-
-
-
-
-
Special, Super
5D can be only canceled into Homing Jump on ground hit