EXE: First active frame of the move
CAN: Duration of the move when chained or cancelled
DUR: Duration of the move when left to complete
FRAME-ADV: Frame advantage on block/hit.
(many moves have a special property that forces this to zero)
CANCELADV: Frame advantage when cancelled into another move or chain.
NOTES: L/M/H. H+ for moves that whiff crouchblock.
MOVE EXE CAN DUR FRAME-ADV CANCELADV NOTES
BLK HIT BLK HIT
FP 9 13 22 0 0 +16 +22 H
> FP 15 24 25 0 0 +11 +25 H
> > FP 17 -- 47 -3 xx M
> BP 18 27 39 0 0 +18 +32 H
> > FP 12 13 42 -10 xx +19 xx H
> > FK 10 22 37 0 xx +15 xx H+
BP 12 19 29 0 0 +20 +32 H
> FP 15 22 29 0 0 +20 +29 H
> > BP 28 -- 55 0 xx H (can otg after, blockable)
> BP 20 26 47 0 0 H
> > f+FP 19 -- 66 0 xx M
FK 10 11 36 -6 +5 +19 +30 H
> FK 12 14 36 -4 +4 +18 +26 H+
> > BK 14 -- 36 +5 D H+
BK 19 -- 49 -3 +5 +18 +26 H
d+FP 6 11 25 -11 +1 +1 +15 H
d+BP 10 -- 39 -2 xx H+
d+FK 9 13 24 -8 +1 +3 +12 L
d+BK 13 16 30 +1 +16 +25 +30 L
b+FP 14 -- 37 +1 0 T (9f tech window from 14-22f)
> BP,FP,BP +34 T
b+BP 30 -- -- -5 +21 M (hit.adv. if explosion whiffs)
> explosion +9 -- 64 -2 xx H (blk.adv. if 1st hit whiffs)
b+FK 16 -- 54 -11 xx H
b+BK 18 -- 52 -7 xx L
f+BP 29 31 45 +11 ?? +25 +40 H (blk.adv. if second hit whiffs)
> followup 15 -- 51 -- xx H (automatic on hit)
u+BK 14 -- 46 -5 xx M
Any Throw 10 -- 36 0 xx T
nj.P 9 -- ?? +3 xx M (blk.adv. at lowest height)
nj.K 10 -- ?? +5 xx M (blk.adv. at lowest height)
j.P 6 -- ?? +17 +32 M (adv. at lowest height)
j.K 7 -- ?? +18 xx H (blk.adv. at lowest height)
d,f,FP 9 -- 31 -- xx U (vs air only)
d,b,FP -- -- 46 -- -- (22f before teleport)
b,f,BP 17 -- 89 -90 xx H (134f duration on block)
b,b,FK 18 -- 59 -21 +84 H (comboable)
d,f,FK 22 44 48 -2 xx H
> FP+FK 12 -- 48 -- xx U
Any Bomb 114 -- 41 -- xx U (bomb appears at 13f)
d,f,FP+BL 9 -- 34 -- xx U (vs air only)
d,b,FP+BL 11 -- 46 -8 xx H (22f before teleport)
b,f,BP+BL 18 -- 64 -90 xx H (135f duration on block)
> projectile +3 -- 64 -16 -3 H (when the above doesn't hit)
b,b,FK+BL 18 -- 59 -21 +83 H (comboable, drains 1 bar)
d,f,FK+BL 9 -- -- -- -- L
> hit 2 +16 ?? 47 -1 xx H
> FP+FK 12 -- 48 -- xx U
Sticky Bomb 18 -- 52 -7 xx H
XRay 15 -- 60 +2 xx H+
Mostly accurate. It’s hard to measure things with this stupid game engine.
- Many moves have a special flag that makes them neutral unless you cancel into another move.
- Links are always blockable unless the opponent is put into a comboable state (Net, Launchers), or you hit them with something unblockable.
- No active frames because it’s impossible to tell where they are without a lot of tedious work.
Calculate whiff advantage by subtracting move 2 duration from move 1 cancel advantage:
- f+BP xx Bomb on hit = 40 - 41 = -1f
Calculate gaps by subtracting move 1 cancel advantage from move 2 startup (EXE - 1)
- FP,BP on block = (18 - 1) - 16 = 1f gap.
- A 0f gap allows switching between standing and crouching.
- A 1f gap allows Player B to reversal.
- A 2f gap allows Player A to reversal.
“Player A” refers to whoever the game assigns to win trades for a particular match. Win trades, lose to frametraps.
Updated for latest patch (as of June 25). Major changes are:
- Command grab hitstun reduced by 30f
- Command grab tech window increased to 9f from 2f
- f+BP hitstun reduced by 17f
- Net damage reset no longer works.
- Net cooldown time significantly reduced.
- Net allows the opponent to tech throws.
- Various minor changes that I think were typos on my part.