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Execution Time

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Regular & 8WR Moves

i12 = K

i13 = 3K

i15 = A,B+G / 6A / 6K / 1K / 66K / 33,99K

i17 = A / agA / aB / 2A / 4K / A+K

i18 = 11,77K

i19 = bA

i20 = 33,99B / 22,88K

i21 = 2K

i22 = 6B

i23 = 3A / B / 3B / 2B / 2A+B

i24 = 22,88A

i25 = 66B+K

i26 = A+B

i27 = 11,77B

i28 = 66A / 33,99A / 11,77A / 44A

i29 = 1A / 4A / 1B

i31 = 66B / 22,88B

i32 = bK / 3A+B

i33 = 66A+B

i36 = 44B / 44K

i37 = 4B

i45 = 2[K]

i50 = 1[A]

i63 = 4A+B

FC & WS Moves

i14 = WS K

i15 = FC K

i16 = WS B

i17 = FC A

i20 = FC 3B

i21 = FC 1,2B

i22 = WS A / FC A,B+G

Jumping & WL Moves

i23 = 7,8,9K

i27 = 7,8,9A

i34 = 7,8,9B

i35 = WL A

i37 = WL K

i36 = WL 5~G

i43 = WL B

i47 = WL 5~K

Back Turned Moves

Stance Moves

Stance moves appearing in parenthesis represent base speed when already in stance, i.e. the time required from (delayed) button press to impact.

---

Grim Stride

i6 = (GS A {GI 1})

i12 = (GS A {GI 2})

i13 = (GS A)

i17 = (GS K)

i20 = (GS B)

i14 = 236~GS A {GI 1}

i22 = 236~GS A {GI 2}

i23 = 236~GS A

i27 = 236~GS K

i30 = 236~GS B

---

Night Side Stance

i10 = (NSS K)

i14 = (NSS bA)

i19 = (NSS A+B)

i24 = (NSS A)

i27 = (NSS B)

i25 = B+K~NSS K

i29 = B+K~NSS bA

i34 = B+K~NSS A+B

i39 = B+K~NSS A

i42 = B+K~NSS B

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Advanced Data

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Some moves actually have two impact frames. This means they have a different speed depending on what kind of attack the opponent does: upward B / downward B / stab type B / stab type K / roundhouse K, just to name a few.

In terms of punishment, attacks with speed fluctuation usually impact in the later frame. So NMs 6A is i15, bA i20 etc.

6A

i15~i16

bA

i19~i20

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Block / Hit Stun

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H = regular hit

C = counter hit

D = crouched hit

G = grounded hit

B = blocked

R = blocked while rising

Some advice on reading this:

Frame advantage is a fluctuating number. The amount varies with the moment of impact. Your recovery time starts as soon as you input a move. Your opponents hit / block stun starts from the impact frame. Therefore, the later you hit your opponent during the animation of a move, the more advantage / less disadvantage you end up with. Try to touch your opponent with the tip of the sword / foot for maximal advantage / minimal disadvantage.

Example:

A

B -2~0

H +2~4

---

close range / early impact:

B -2

H +2

mid range impact:

B -1

H +3

far range / late impact:

B -0

H +4

---

It's also important to know that moves with a block recovery of B -10 or worse may give your opponent free attacks.

Example:

WS B

B -19

---

Guard possible from frame 20+ after opponent's recovery

= Nightmare cannot block attacks of speed i19 or faster.

Attack possible 19 frames after opponent's recovery

= all attacks add +19 to their base speed, Nightmare's i12 K will trade hits with opp's attack of speed i31 etc.

Note that blocking low or crouching take an additional frame of recovery. In the same example, Nightmare cannot crouch or block low any attacks of speed i20 or faster.

---

I decided to list which moves force your opponent into crouch. This can be important since many characters don't have access to their fastest moves from crouch, making it harder to interrupt your mix-up or more importantly, impossible to punish certain moves on block.

This is indicated by this sign: *. If a move has a block recovery of B -6*, it means that you are at 6 frames of disadvantage, but your opponent is crouched.

Moves ending in GS or NSS refer to a different attack chart which will be found at the end of this document in the section called stance transition, as soon as I finish testing.

Regular Moves

---

A

B -2~0

H +2~4

C +4~6

[A]

~NSS

AA

B -9~-8

H +2~3

Early impact only occurs close to walls or when using AG on 1st at close range

A2A

B -19~-18*

H -9~-8

C x

A2AA

B -2~0

H x

A2A2A

B -16~-15*

H x

AA*B

B -17~-15*

H x

agA

B +0~1

H x

aB

B -3*

H +11

C x

a

~NSS

6A

B1 -18

B2 -16~-15

H1 -10

H2 -8~-7

C x

3A

B -23~-22

H -7~-6

C x

3AA

B -21

H x

3A2A

B -17~-15*

H x

SC3

B +8~10*

2A

~FC

B1 -21~-20*

B2 -15*

H -6~-4

C -2~0

1A

B -18~-15*

H x

SC3

B +6~9*

1A6

~GS

1[A]

B +6~9*

H x

SC3

B x

1[A]6

~GS

1AK

1[A]K

B

H x

4A

B +2~5

H x

---

B

B -1~0

H +3~4

D +4*

C +5~6

BB

B -14~-13

H +2~3

BBB

B -24~-21*

H x

bA

B -19~-17

H x

bA6

~GS

bK

~BT/FC

B -3~-2

H x

SC3

B x

6B

B1 -29

B2 -18~-17

H1 -19

H2 -8~-7

6B:B

B -18

H x

3B

B1 -12~-11*

B2 -13*

H1 x

H2 +4

D x

SC3

B1 +3~4

B2 +3

3

~NSS

2B

~FC

B -2~-1

H +3~4

D +4*

1B

B -7~-6*

H +5~6

C +10~11

1

~NSS

4B

~SC3

B -3~-2

H x

---

K

B -3

H +7

6K

B -5

H +3

C x

3K

B -8

H +4

3[K]

B -2

H x

2K

B -15*

H -3

2[K]

B x

H x

1K

~FC

B -14*

H +0

Exceptional recovery: attacks of speed i15 or faster cannot be blocked.

4K

B -15~-14

H -3~-2

4K*K

B -4

H x

---

A+B

B -26~-24

H x

3A+B

B -17~-16*

H x

2A+B

B -12*

H x

A+K

B -16

H +0

C x

8WR Moves

---

66A

33,99A

B -2~0

H x

SC3

B x

22,88A

B -15~-13

H +3~5*

22,88AB

B -17~-16*

H x

44A

11,77A

B -19~-16

H x

---

66B

B -3~-1

H x

33,99B

B -21~-20

H x

C x

33,99B6

~GS

22,88B

~FC

B -19~-16

H x

SC3

B x

Exceptional recovery: attacks of speed i20 or faster cannot be blocked.

11,77B

B -16~-14*

H -2~0

C x

44B

~FC

B +1~2*

H x

SC3

B x

44BB

B -16

H x

---

66K

33,99K

B -11

H -3

C +4

66K6

~GS

22,88K

B +2~3

H +10~11

C +12~13

22,88K*K

B -14~-13

H +3~4

C x

11,77K

B -5~-4

H +5~6

C x

44K

B -11*

H x

---

66A+B

B -20~-17

H x

66[A+B]

~BT/FC

B -30~-27

H x

Exceptional recovery: even the fastest grounded hitting attacks can be blocked.

66B+K

~FC

B -2~-1*

H x

FC & WS Moves

WS A

B -11~-10

H -1~0

WS AA6

~GS

WS AA

B -20~-19

H x

FC A

~FC

B1 -21~-20*

B2 -15*

H -6~-4

C -2~0

WS B

B -19

H x

C x

WS

~NSS

FC 3B

B -16~-14

H1 x

H2 -7~-6

FC 1,2B

~FC

B -13~-12

H +4~5

WS K

B -9~-7

H +4~6

FC K

~FC

B -14*

H +0

Exceptional recovery: attacks of speed i15 or faster cannot be blocked.

FC A,B+G

~FC

B -18~-17*

H x

Exceptional recovery: attacks of speed i19~i18 or faster cannot be blocked.

Jump & WL Moves

8,9A

B -9~-7

H x

7A

B -9~-7

H +0~2*

WL A

B -22~-20*

H -11~-9

8,9B

B -2~-1*

H x

7B

B -2~-1*

H +4~5*

WL B

B -16~-14

H x

7,8,9K

B1 -10~-9

B2 -6~-3

H1 +4~5

H2 +8~11

C x

Special late impact occurs at far / max. range only.

WL K

B -14~-13

H +0~1

C x

Stance Moves

---

Grim Stride

GS A

B -16~-15

H +6~7*

C +18~19

GS B

B1 -21

B2 -18

H x

C x

GS B6

~GS

GS K

B -22

H -9

GS KK

B -6

H x

---

Night Side Stance

NSS A

B1 -13~-11

B2 -9

H1 +1~3

H2 +5

NSS [A]

~NSS

NSS B

B -16~-14*

H -2~0

C x

NSS bA

B -15~-14

H x

SC2

B +1~2

NSS K

B -15

H x

C x

NSS A+B

B -14~-13

H x

SC3

B +8~9