The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.Īmount of stun added to the opponent's stun bar on hit.Ĭan parry any kind of strike or projectile attack Upon a successful parry Ryu gains 50 V-Gauge and can cancel into any EX special, Super, another V-Skill, or V-Trigger 2 parry V-Skill parry has 1-frame startup if canceled into from a prior V-Skill parry 5 frames of recovery on a successful parry When a parry is successful the game freezes momentarily (18F hitstop) where 1F into the freeze Ryu becomes fully invincible for 1 frame and then Projectile invincible for 15 frames (after 18 freeze frames, the opponent starts moving again and Ryu has 5 frames of recovery with no form of invincibility) Ryu is susceptible to counter-hits during recovery frames (but has no counter-hit frames if canceling into this parry from a previous V-Skill or VT2 Parry) You can calculate your frame advantage by adding up the remaining Active + Recovery frames on the opponent's move you just parried and subtract that with your parry recovery frames (5) (Example: Parrying first active frame of Akuma's crouch MP 2+12 frames (14) frames left to play out for Akuma -> 14-5 = +9 advantage for Ryu after the Parry) How many frames it takes before the move becomes 'active' or have a hit box. How many frames it takes for a move to finish after it's been active. Knockdown advantage against Normal, Quick Rise and Back Rise wake up options.
If the number is negative, the defender will be able to act before the attacker and maybe even punish. If the number is positive, then the move will end before the defender can act again. These are frame advantage values when the attack hits or is blocked. Notation may denote multi-hit or "sweet spot" damage values on certain frames.
Notation may denote V-Skill only cancel windows in Specials. Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger.
T is for throw attacks (which cannot be blocked). How many frames a move remains active (can hurt opponents) for.Īttack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing).