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Abel's Frame Data Street Fighter X Tekken v2013

Guide last updated on
March 23, 2013 at 1:29 p.m. PDT


Abel's Frame Data Street Fighter X Tekken v2013


If you have trouble understanding this data, please check out the how to read frame data guide here on EventHubs.com.

Normal Moves
Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel Notes
Far LP H 30 5 2 8 +7 +3 - Rapid fire cancelable into light normal attacks
Far MP H 60 6 6 14 +1 -3 - -
Far HP H 90 12 3 20 +2 -3 - -
Far LK H 30 5 3 10 +4 0 - -
Far MK H 60 7 2 17 0 -4 - -
Far HK H 90 15 2 21 +2 -3 - -
Close LP H 20,10 4 3(7)3 11 +3 -1 1st hit SM,EX,SA,CA Rapid fire cancelable into light normal attacks
Close MP H 40/20 5 3(7)2 18 +1 -3 1st hit SM,EX,SA,CA -
Close HP H 60/30 4 3(7)2 22 +1 -4 1st hit SM,EX,SA,CA -
Close LK L 30 5 2 8 +7 +3 - -
Close MK H 60 8 2 20 -1 -5 SM,EX,SA,CA -
Close HK H/M 90 7 4,2 22 -3,+1 -8.0 - Mid on final 2 active frames, mid attack ground bounces on crouching Counter Hit
Crouch LP H 30 5 2 8 +7 +3 SM,EX,SA,CA Rapid fire cancelable into light normal attacks
Crouch MP H 60 6 3 17 +1 -3 SM,EX,SA,CA -
Crouch HP H 60,30 9 4 21 floats -1 SM,EX,SA,CA Arm invincible against air attacks
Crouch LK L 30 5 2 8 +6 +2 SM,EX,SA,CA Rapid fire cancelable into light normal attacks
Crouch MK H 60 8 5 15 +1 -3 SM,EX,SA,CA -
Crouch HK L 90 11 3 25 hard knockdown -8 SM,EX,SA,CA -
Jump up LP M 40 5 4 until ground+4f +12 +4 - -
Jump up MP M 70 6 7 until ground+4f +16 +5 - -
Jump up HP M 100 9 4 until ground+4f +20 +8 - -
Jump up LK M 40 6 10 until ground+4f +12 +4 - -
Jump up MK M 70 6 5 until ground+4f +16 +5 - -
Jump up HK M 100 9 4 until ground+4f +20 +8 - -
Jump forward LP M 40 5 7 until ground+4f +12 +4 - -
Jump forward MP M 70 6 10 until ground+4f +16 +5 - -
Jump forward HP M 100 5 8 until ground+4f +20 +8 - -
Jump forward LK M 40 5 5 until ground+4f +12 +4 - -
Jump forward MK M 70 6 6 until ground+4f +16 +5 - -
Jump forward HK M 100 6 5 until ground+4f +20 +8 - -
Launcher H 100 13 2 54 switch -34 - Crushes crouching attacks, launches opponent while switching characters
Cross Cancel H 120 8 - 24 - - - Similar to Shoulder Tackle
Pincer Throw throw 130 5 2 20 hard knockdown - - -
Drop Throw throw 130 5 2 20 hard knockdown - - -
Other, Special Moves, Super & Cross Art
Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel Notes
Forward Kick H 80 8 2 15 +6 -1 forward dash -
Wheel Kick LK M 80 21 7 19.0 +1 -7 - Airborne frames 12-29, Ground Bounce on airborne foes, Hits standing opponents 4F later
Wheel Kick MK M 80 25 7 18.0 +2 -9 - Airborne frames 15-33, Ground Bounce on airborne foes, Hits standing opponents 4F later
Wheel Kick HK M 90 28 7 18.0 +2 -10 - Airborne frames 17-36, Ground Bounce on airborne foes, Hits standing opponents 4F later
Wheel Kick EX M 50,100 19 10 18.0 +2 -7 - Full body projectile invulnerability frames 1-18, attacking leg projectile invulnerability frames 19-28, airborne frames 13-30, Hits standing opponents 4F later
Marseilles Roll LK - - - - 28 - - - Full body invulnerability frames 6-23, vulnerable to throws
Marseilles Roll MK - - - - 31 - - - Full body invulnerability frames 6-26, vulnerable to throws
Marseilles Roll HK - - - - 33 - - - Full body invulnerability frames 6-27, vulnerable to throws
Marseilles Roll EX - - - - 34 - - - Full body invulnerability frames 1-29, vulnerable to throws
Falling Sky LP throw 140 6 2 31 hard knockdown - - -
Falling Sky MP throw 150 7 4 31 hard knockdown - - -
Falling Sky HP throw 160 10 7 32 hard knockdown - - -
Falling Sky EX throw 160 7 2 31 hard knockdown - - Full body invulnerability frames 1-9, vulnerable to throws
Tornado Throw LP throw 160 6 2 51 hard knockdown - - Throw invulnerable
Tornado Throw MP throw 170 6 2 46 hard knockdown - - Throw invulnerable
Tornado Throw HP throw 180 6 2 40 hard knockdown - - Throw invulnerable
Tornado Throw EX throw 200 6 2 55 hard knockdown - - Full body invulnerability frames 1-6, vulnerable to throws
Shoulder Tackle LP H 90 20 8 19 knockdown -5 - Can be Super Charged: 51 frames to perform EX version, 100 frames for Super Art
Shoulder Tackle MP H 90 24 8 20 +2 -6 - Armor during active frames; can be Super Charged: 51 frames to perform EX version, 100 frames for Super Art
Shoulder Tackle HP H 90 24 8 21 knockdown* -7 - Armor during active frames; *wall bounce on counter hit; can be Super Charged: 51 frames to perform EX version, 100 frames for Super Art
Shoulder Tackle EX H 100 10 10 14 wall bounce -2 - Can be Super Charged: 51 frames for Super Art
Change of Direction LP H 30 15 3 24 +3 -5 second mid, second low Forces standing on hit
Change of Direction MP H 40 17 3 25 +2 -6 second mid, second low Forces standing on hit
Change of Direction HP H 50 18 3 24 +3 -5 second mid, second low Forces standing on hit
Change of Direction EX H 50 17 3 24 +3 -5 second mid, second low Armor frames 1-20, forces standing on hit
Second Mid M 70 16 4 26 -3 -9 finish mid, finish low Forces standing on hit
Second Low L 90 23 4 24 -1 -6 finish mid, finish low -
Finish Mid M 100 11 2 45 knockdown -30 - -
Finish Low L 140 23 2 54 ground bounce -39 - -
Breathless throw 300 6 6 72 hard knockdown - - 64 frame cinematic freeze before attack begins, armor invulnerability frames 1 release, hold PPP to delay attack frames 1-90, input K to cancel attack between frames 1-75
Breathless (cancel) - - - - 22 - - - -
Cross Art H 150+ 9 2 41 switch -21 - 74f cinematic freeze before attack begins, full body invincibility f1-10

Huge shout out to both Zukku and Street11 for letting us use the frame data.


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