How many frames a move remains active (can hurt opponents) for.
Attack
Attack 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). T is for throw attacks (which cannot be blocked).
Cancel options
Available cancel options.
"ch": Chain cancel, refer to description for options.
"sp": Special move.
"su": Critical art.
"vs[1/2]": V-Skill 1 or 2.
"vt[1/2]": V-Trigger 1 or 2 activation.
Confirm windows
Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.
Refers to the amount of time (in frames) you have to cancel into another move from the moment the attack connects with the opponent.
Crush Counter
Crush Counter hit advantage written as opponent state, frame advantage, and v-gauge gain on hit.
Damage
Attack damage on hit. Notation may denote multi-hit or "sweet spot" damage values on certain frames.
Hit/Block
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit.
Note that generally, normal counter hits add an additional +2 to hit advantage in SFV.
Knockdown
Knockdown advantage against Normal, Quick Rise and Back Rise wake up options.
Recovery
How many frames it takes for a move to finish after it's been active.
Startup
How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.
Stun
Amount of stun added to the opponent's stun bar on hit.
Normals
5LP
Stand LP 5LP
Normal
V-Trigger 2
Normal
Startup
Active
Recovery
Hit
4
3
7
4
Damage
Stun
Attack
Block
30
70
H
2
Cancel options: sp su vt1 vt2
VT2
Startup
Active
Recovery
Hit
4
3
7
4*17
Damage
Stun
Attack
Block
30*7 (37)
70
H
2*16
5MP
Stand MP 5MP
Normal
V-Trigger 2
Normal
Startup
Active
Recovery
Hit
6
3
12
6
Damage
Stun
Attack
Block
60
100
H
2
Confirm windows:
Specials & CA: 16
V-Trigger: 16
Cancel options: sp su vt1 vt2
No hurtbox extension before active frames
VT2
Startup
Active
Recovery
Hit
6
3
12
6*21
Damage
Stun
Attack
Block
60*14 (74)
100
H
2*17
Confirm windows:
Specials & CA: 16
V-Trigger: 16
Cancel options: sp su
No hurtbox extension before active frames
5HP
Stand HP 5HP
Normal
V-Trigger 2
Normal
Startup
Active
Recovery
Hit
14
3
20(22)
3
Damage
Stun
Attack
Block
80
150
H
-6
Confirm windows:
Specials & CA: 17
V-Trigger: 17
Cancel options: sp su vt1 vt2
+2 extra recovery frames on whiff (22f)
Minimal hurtbox extension 1 frame before active
Very disjointed hitbox makes it have great priority at range
VT2
Startup
Active
Recovery
Hit
14
3
20(22)
3*19
Damage
Stun
Attack
Block
80*18 (98)
150
H
-6*10
Confirm windows:
Specials & CA: 17
V-Trigger: 17
Cancel options: sp su
+2 extra recovery frames on whiff (22f)
Minimal hurtbox extension 1 frame before active
Very disjointed hitbox makes it have great priority at range
5LK
Stand LK 5LK
Normal
V-Trigger 2
Normal
Startup
Active
Recovery
Hit
4
3
11
2
Damage
Stun
Attack
Block
30
70
H
1
Confirm windows:
Specials & CA: 12
Target Combos: 10
V-Trigger: 10
Cancel options: sp su vt1 vt2
VT2
Startup
Active
Recovery
Hit
4
3
11
2*15
Damage
Stun
Attack
Block
30*7 (37)
70
H
1*14
5MK
Stand MK 5MK
Normal
V-Trigger 2
Normal
Startup
Active
Recovery
Hit
10
3
15
3
Damage
Stun
Attack
Block
60
100
H
-1
Confirm windows:
V-Trigger: 14
Cancel options: vt1 vt2
Throw-invincible on frames 5-20; NOT considered airborne
Hurtbox pulls up on frames 5-21 which can go over some low hitting attacks
VT2
Startup
Active
Recovery
Hit
10
3
15
3*18
Damage
Stun
Attack
Block
60*14 (74)
100
H
-1*14
Confirm windows:
V-Trigger: 14
Throw-invincible on frames 5-20; NOT considered airborne
Hurtbox pulls up on frames 5-21 which can go over some low hitting attacks
If done after a teleport, puts airborne opponents into a limited juggle state
VT2
Startup
Active
Recovery
Hit
4
4
-
-
Damage
Stun
Attack
Block
40*9 (49)
70
M
-
8MP
Jump MP 8MP
Normal
V-Trigger 2
Normal
Startup
Active
Recovery
Hit
6
4
-
-
Damage
Stun
Attack
Block
60
100
M
-
Cancel options: sp
Puts airborne opponents into a limited juggle state
Cancelable into air fireball (subject to height restriction; EX Air Soul Spark does not have height restrictions however)
VT2
Startup
Active
Recovery
Hit
6
4
-
-
Damage
Stun
Attack
Block
60*14 (74)
100
M
-
Cancel options: sp
Puts airborne opponents into a limited juggle state
Cancelable into air fireball (subject to height restriction; EX Air Soul Spark does not have height restrictions however)
8HP
Jump HP 8HP
Normal
V-Trigger 2
Normal
Startup
Active
Recovery
Hit
8
4
-
-
Damage
Stun
Attack
Block
90
150
M
-
If done after a teleport, knocks opponent to the ground
Entire lower hurtbox is projectile-invulnerable, allowing Rose to bonk projectile-based anti-airs such as Akuma's Kiai, Dhalsim's fireballs, and more (or at least trade favorably)
VT2
Startup
Active
Recovery
Hit
8
4
-
-
Damage
Stun
Attack
Block
90*21 (111)
150
M
-
Entire lower hurtbox is projectile-invulnerable, allowing Rose to bonk projectile-based anti-airs such as Akuma's Kiai, Dhalsim's fireballs, and more (or at least trade favorably)
8LK
Jump LK 8LK
Normal
V-Trigger 2
Normal
Startup
Active
Recovery
Hit
5
8
-
-
Damage
Stun
Attack
Block
40
70
M
-
Cross-up
Can instantly hit standing characters (fuzzy overhead) even from max range
If done after a teleport, puts airborne opponents into a limited juggle state
VT2
Startup
Active
Recovery
Hit
5
8
-
-
Damage
Stun
Attack
Block
40*9 (49)
70
M
-
Cross-up
Can instantly hit standing characters (fuzzy overhead) even from max range
If done after a teleport, puts airborne opponents into a limited juggle state
8MK
Jump MK 8MK
Normal
V-Trigger 2
Normal
Startup
Active
Recovery
Hit
7
5
-
-
Damage
Stun
Attack
Block
60
100
M
-
Cross-up
If done after a teleport, puts airborne opponents into a limited juggle state
VT2
Startup
Active
Recovery
Hit
7
5
-
-
Damage
Stun
Attack
Block
60*14 (74)
100
M
-
Cross-up
No horizontal hurtbox extension before becoming active; great for long range punishes of whiffed anti-airs
8HK
Jump HK 8HK
Normal
V-Trigger 2
Normal
Startup
Active
Recovery
Hit
9
6
-
-
Damage
Stun
Attack
Block
90
150
M
-
If done after a teleport, puts airborne opponents into a limited juggle state
Slightly retracts lower-body hurtbox on frame 5
VT2
Startup
Active
Recovery
Hit
9
6
-
-
Damage
Stun
Attack
Block
90*21 (111)
150
M
-
Slightly retracts lower-body hurtbox on frame 5
Command Normals
6MK
Soul Presa 6MK
Normal
V-Trigger 2
Normal
Startup
Active
Recovery
Hit
10
3
22
2
Damage
Stun
Attack
Block
70
100
H
-6
Decent poke but punishable on block
Hurtbox pulls up a bit on frames 6-12 which can go over some low hitting attacks
Is never considered airborne
VT2
Startup
Active
Recovery
Hit
10
3
22
2*17
Damage
Stun
Attack
Block
70*16 (86)
100
H
-6*9
Decent poke
3MK
Slide 3MK
Normal
V-Trigger 2
Normal
Startup
Active
Recovery
Hit
10
10
17
-4
Damage
Stun
Attack
Block
50
100
L
-9
Slight low profile and Projectile invincible on upper body on frames 6-19
Cannot hit crossup (behind Rose)
Not cancelable in any way
+5 oH / +0 oB on last active frame (can be spaced)
VT2
Startup
Active
Recovery
Hit
10
10
17
-4*11
Damage
Stun
Attack
Block
50*12 (62)
100
L
-9
Slight low profile and Projectile invincible on upper body on frames 6-19
Not cancelable in any way
+5 oH / +0 oB on last active frame (can be spaced)
How many frames a move remains active (can hurt opponents) for.
Attack
Attack 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). T is for throw attacks (which cannot be blocked).
Cancel options
Available cancel options.
"ch": Chain cancel, refer to description for options.
"sp": Special move.
"su": Critical art.
"vs[1/2]": V-Skill 1 or 2.
"vt[1/2]": V-Trigger 1 or 2 activation.
Confirm windows
Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.
Refers to the amount of time (in frames) you have to cancel into another move from the moment the attack connects with the opponent.
Crush Counter
Crush Counter hit advantage written as opponent state, frame advantage, and v-gauge gain on hit.
Damage
Attack damage on hit. Notation may denote multi-hit or "sweet spot" damage values on certain frames.
Hit/Block
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit.
Note that generally, normal counter hits add an additional +2 to hit advantage in SFV.
Knockdown
Knockdown advantage against Normal, Quick Rise and Back Rise wake up options.
Recovery
How many frames it takes for a move to finish after it's been active.
Startup
How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.
Stun
Amount of stun added to the opponent's stun bar on hit.
Normals
5LP
Stand LP 5LP
Normal
V-Trigger 2
Normal
Startup
Active
Recovery
Hit
4
3
7
4
Damage
Stun
Attack
Block
30
70
H
2
Cancel options: sp su vt1 vt2
VT2
Startup
Active
Recovery
Hit
4
3
7
4*17
Damage
Stun
Attack
Block
30*7 (37)
70
H
2*16
5MP
Stand MP 5MP
Normal
V-Trigger 2
Normal
Startup
Active
Recovery
Hit
6
3
12
6
Damage
Stun
Attack
Block
60
100
H
2
Confirm windows:
Specials & CA: 16
V-Trigger: 16
Cancel options: sp su vt1 vt2
No hurtbox extension before active frames
VT2
Startup
Active
Recovery
Hit
6
3
12
6*21
Damage
Stun
Attack
Block
60*14 (74)
100
H
2*17
Confirm windows:
Specials & CA: 16
V-Trigger: 16
Cancel options: sp su
No hurtbox extension before active frames
5HP
Stand HP 5HP
Normal
V-Trigger 2
Normal
Startup
Active
Recovery
Hit
14
3
20(22)
3
Damage
Stun
Attack
Block
80
150
H
-6
Confirm windows:
Specials & CA: 17
V-Trigger: 17
Cancel options: sp su vt1 vt2
+2 extra recovery frames on whiff (22f)
Minimal hurtbox extension 1 frame before active
Very disjointed hitbox makes it have great priority at range
VT2
Startup
Active
Recovery
Hit
14
3
20(22)
3*19
Damage
Stun
Attack
Block
80*18 (98)
150
H
-6*10
Confirm windows:
Specials & CA: 17
V-Trigger: 17
Cancel options: sp su
+2 extra recovery frames on whiff (22f)
Minimal hurtbox extension 1 frame before active
Very disjointed hitbox makes it have great priority at range
5LK
Stand LK 5LK
Normal
V-Trigger 2
Normal
Startup
Active
Recovery
Hit
4
3
11
2
Damage
Stun
Attack
Block
30
70
H
1
Confirm windows:
Specials & CA: 12
Target Combos: 10
V-Trigger: 10
Cancel options: sp su vt1 vt2
VT2
Startup
Active
Recovery
Hit
4
3
11
2*15
Damage
Stun
Attack
Block
30*7 (37)
70
H
1*14
5MK
Stand MK 5MK
Normal
V-Trigger 2
Normal
Startup
Active
Recovery
Hit
10
3
15
3
Damage
Stun
Attack
Block
60
100
H
-1
Confirm windows:
V-Trigger: 14
Cancel options: vt1 vt2
Throw-invincible on frames 5-20; NOT considered airborne
Hurtbox pulls up on frames 5-21 which can go over some low hitting attacks
VT2
Startup
Active
Recovery
Hit
10
3
15
3*18
Damage
Stun
Attack
Block
60*14 (74)
100
H
-1*14
Confirm windows:
V-Trigger: 14
Throw-invincible on frames 5-20; NOT considered airborne
Hurtbox pulls up on frames 5-21 which can go over some low hitting attacks
If done after a teleport, puts airborne opponents into a limited juggle state
VT2
Startup
Active
Recovery
Hit
4
4
-
-
Damage
Stun
Attack
Block
40*9 (49)
70
M
-
8MP
Jump MP 8MP
Normal
V-Trigger 2
Normal
Startup
Active
Recovery
Hit
6
4
-
-
Damage
Stun
Attack
Block
60
100
M
-
Cancel options: sp
Puts airborne opponents into a limited juggle state
Cancelable into air fireball (subject to height restriction; EX Air Soul Spark does not have height restrictions however)
VT2
Startup
Active
Recovery
Hit
6
4
-
-
Damage
Stun
Attack
Block
60*14 (74)
100
M
-
Cancel options: sp
Puts airborne opponents into a limited juggle state
Cancelable into air fireball (subject to height restriction; EX Air Soul Spark does not have height restrictions however)
8HP
Jump HP 8HP
Normal
V-Trigger 2
Normal
Startup
Active
Recovery
Hit
8
4
-
-
Damage
Stun
Attack
Block
90
150
M
-
If done after a teleport, knocks opponent to the ground
Entire lower hurtbox is projectile-invulnerable, allowing Rose to bonk projectile-based anti-airs such as Akuma's Kiai, Dhalsim's fireballs, and more (or at least trade favorably)
VT2
Startup
Active
Recovery
Hit
8
4
-
-
Damage
Stun
Attack
Block
90*21 (111)
150
M
-
Entire lower hurtbox is projectile-invulnerable, allowing Rose to bonk projectile-based anti-airs such as Akuma's Kiai, Dhalsim's fireballs, and more (or at least trade favorably)
8LK
Jump LK 8LK
Normal
V-Trigger 2
Normal
Startup
Active
Recovery
Hit
5
8
-
-
Damage
Stun
Attack
Block
40
70
M
-
Cross-up
Can instantly hit standing characters (fuzzy overhead) even from max range
If done after a teleport, puts airborne opponents into a limited juggle state
VT2
Startup
Active
Recovery
Hit
5
8
-
-
Damage
Stun
Attack
Block
40*9 (49)
70
M
-
Cross-up
Can instantly hit standing characters (fuzzy overhead) even from max range
If done after a teleport, puts airborne opponents into a limited juggle state
8MK
Jump MK 8MK
Normal
V-Trigger 2
Normal
Startup
Active
Recovery
Hit
7
5
-
-
Damage
Stun
Attack
Block
60
100
M
-
Cross-up
If done after a teleport, puts airborne opponents into a limited juggle state
VT2
Startup
Active
Recovery
Hit
7
5
-
-
Damage
Stun
Attack
Block
60*14 (74)
100
M
-
Cross-up
No horizontal hurtbox extension before becoming active; great for long range punishes of whiffed anti-airs
8HK
Jump HK 8HK
Normal
V-Trigger 2
Normal
Startup
Active
Recovery
Hit
9
6
-
-
Damage
Stun
Attack
Block
90
150
M
-
If done after a teleport, puts airborne opponents into a limited juggle state
Slightly retracts lower-body hurtbox on frame 5
VT2
Startup
Active
Recovery
Hit
9
6
-
-
Damage
Stun
Attack
Block
90*21 (111)
150
M
-
Slightly retracts lower-body hurtbox on frame 5
Command Normals
6MK
Soul Presa 6MK
Normal
V-Trigger 2
Normal
Startup
Active
Recovery
Hit
10
3
22
2
Damage
Stun
Attack
Block
70
100
H
-6
Decent poke but punishable on block
Hurtbox pulls up a bit on frames 6-12 which can go over some low hitting attacks
Is never considered airborne
VT2
Startup
Active
Recovery
Hit
10
3
22
2*17
Damage
Stun
Attack
Block
70*16 (86)
100
H
-6*9
Decent poke
3MK
Slide 3MK
Normal
V-Trigger 2
Normal
Startup
Active
Recovery
Hit
10
10
17
-4
Damage
Stun
Attack
Block
50
100
L
-9
Slight low profile and Projectile invincible on upper body on frames 6-19
Cannot hit crossup (behind Rose)
Not cancelable in any way
+5 oH / +0 oB on last active frame (can be spaced)
VT2
Startup
Active
Recovery
Hit
10
10
17
-4*11
Damage
Stun
Attack
Block
50*12 (62)
100
L
-9
Slight low profile and Projectile invincible on upper body on frames 6-19
Not cancelable in any way
+5 oH / +0 oB on last active frame (can be spaced)