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


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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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