Akuma's Frame Data Street Fighter X Tekken v2013

Guide last updated on
March 23, 2013 at 1:59 p.m. PDT


Akuma'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 3 2 9 +6 +2 SM,EX,SA,CA Rapid fire cancelable into light normal moves
Far MP H 60 5 2 16 +3 -1 SM,EX,SA,CA -
Far HP H 90 7 3 20 +2 -3 SM,EX,SA,CA -
Far LK H 30 4 2 13 +2 -2 - -
Far MK H 60 9 2 18 +1 -3 - -
Far HK H 50,40 8 2(8)2 18 +6 -2 - 1st hit forces standing on hit, 2nd hit is crouchable if 1st hit misses
Close LP H 30 4 2 10 +5 +1 SM,EX,SA,CA rapid fire cancelable into light normal attacks
Close MP H 60 3 2 14 +5 +1 SM,EX,SA,CA -
Close HP H 90 4 2 30 -7 -12 SM,EX,SA,CA -
Close LK H 30 5 2 9 +6 +2 - -
Close MK H 60 5 2 19 0 -4 SM,EX,SA,CA -
Close HK H 50,40 6 2(3)4 21 +1 -4.0 SM,EX,SA,CA 2nd hit ground bounces on airborne foes
Crouch LP H 30 3 2 10 +5 +1 SM,EX,SA,CA Rapid fire cancel into light attacks
Crouch MP H 60 4 3 12 +6 +2 SM,EX,SA,CA -
Crouch HP H 90 6 4 26 -4 -10 SM,EX,SA,CA Forces standing on hit
Crouch LK L 30 5 2 11 +4 0 SM,EX,SA,CA Rapid fire cancel into light attacks
Crouch MK L 60 6 3 16 +2 -2 SM,EX,SA,CA -
Crouch HK L 90 5 3 29 sweep -12 - Causes sweep knockdown
Jump up LP M 40 4 7 until ground+4f +12 +4 - -
Jump up MP M 70 5 3 until ground+4f +16 +5 - -
Jump up HP M 100 6 3 until ground+4f +20 +8 - -
Jump up LK M 40 5 6 until ground+4f +12 +4 - -
Jump up MK M 70 6 4 until ground+4f +16 +5 - -
Jump up HK M 100 6 3 until ground+4f +20 +8 - -
Jump forward LP M 40 4 7 until ground+4f +12 +4 - -
Jump forward MP M 70 5 3 until ground+4f +16 +5 - -
Jump forward HP M 100 6 3 until ground+4f +20 +8 - -
Jump forward LK M 40 4 6 until ground+4f +12 +4 - -
Jump forward MK M 70 6 3 until ground+4f +16 +5 - -
Jump forward HK M 100 7 3 until ground+4f +20 +8 - -
Launcher H 100 13 2 54 switch -34 - Crushes crouching attacks, launches opponent while tagging in teammate
Cross Cancel H 40x3 4 19 46 knockdown -38 - Invulnerable frames 1-19, airborne frame 9, resembles EX Goshoryuken
Goshoha throw 130 5 2 20 hard knockdown - - -
Syuretto 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
Zugaihasatsu M 40,30 17 4 17 +4 -2 - 1st hit causes hard knockdown as Counter Hit against crouching opponent
Tenmakujinkyaku M 70 13 until ground 4 +16 +5 - Input d+MK between frames 17-22 of forward jump to execute attack, causes float versus airborne foes
Gohadoken H 60 15 - 31 0 -5 - Projectile has 1 hit point
Gohadoken EX H 60x2 15 - 31 knockdown +3 - Projectile has 2 hit points
Shakunetsu Hadoken LP H 50 26 - 26 knockdown 0 - Projectile has 1 hit point
Shakunetsu Hadoken MP H 35x2 26 - 32 knockdown +1 - Projectile has 2 hit points
Shakunetsu Hadoken HP H 33x3 26 - 39 knockdown +3 - Projectile has 3 hit points
Shakunetsu Hadoken EX H 47x3 26 - 26 knockdown +16 - Projectile has 3 hit points
Zanku Hadoken H 40 15 - until ground+16f* +12 +7 - Projectile has 1 hit point, button strength determines angle of projectile, momentum halted during startup frames, knocks down airborne foes; *+5F recovery during backjump
Zanku Hadoken EX H 40 9 - until ground+9f* +20 +14 - 10 frames between release of projectiles, each projectile has 1 hit point, momentum halted during startup frames, knocks down airborne foes;* +5F recovery during backjump
Goshoryuken LP H 100 3 14 35 knockdown -27 - Full body invulnerability frames 1-2, airborne on frame 6
Goshoryuken MP H 90,50 3 14 43 knockdown -33 - Full body invulnerability frames 1-4, airborne on frame 6, 2nd hit whiffs on crouching foes
Goshoryuken HP H 60,40,30 3 16 36 knockdown -36 - Full body invulnerability frames 1-6, airborne on frame 8, 2nd hit whiffs on crouching foes
Goshoryuken EX H 90,50,40 3 16 46 knockdown -36 - Full body invulnerability frames 1-19, airborne on frame 9
Tatsumaki Zankukyaku LK H 50 12 2(6)2 20 floats -8 - Airborne frame 7, lower body projectile invulnerability frames 7-33
Tatsumaki Zankukyaku MK H 40x3 6 2(5)2(5)
2(5)1
28 floats -7 - Airborne frame 8, lower body projectile invulnerability frames 8-43
Tatsumaki Zankukyaku HK H 40,20x3 6 2(5)1(5)1(5)
1(5)1(5)1
24 floats -3 - Airborne frame 8, lower body projectile invulnerability frames 8-50
Tatsumaki Zankukyaku EX H 30x5 12 1(3)1(3)1(3)
1(3)1
21 floats -8 - Airborne frame 8, lower body projectile invulnerability frames 8-47
Tatsumaki Zankukyaku (air) H 50 10 2(6)2(6)2 until ground+10f floats +6 - -
Tatsumaki Zankukyaku EX (air) H 40x5 8 1(3)1(3)1
(3)1(3)1
until ground+4f floats -16 - -
Hyakkishu - - - - 40 - - - Button strength determines distance of jump, airborne on frame 6, can be Super Charged 51 frames for EX version or 100 frames for Super Art
Hyakkishu EX - - - - 40 - - - Tracks opponent, airborne on frame 7, can be Super Charged 51 frames for Super Art
Hyakkishu > Hyakki Gozan L 80 10 15 15 hard knockdown -13 - -
Hyakkishu EX > Hyakki Gozan L 80 10 15 15 hard knockdown -13 - -
Hyakkishu > Hyakki Gosho M 100 9 2 until ground+4f hard knockdown +12 - Input P between frames 13-31 of Hyakkishu to execute, causes ground bounce on Counter Hit
Hyakkishu EX > Hyakki Gosho M 100 9 2 until ground+4f ground bounce +12 - Input P between frames 13-31 of EX Hyakkishu to execute, causes ground bounce
Hyakkishu > Hyakki Gojin H 70 12 until ground 4 +16 +12 - Input K between frames 13-36 of Hyakkishu to execute, knocks down airborne foes
Hyakkishu EX > Hyakki Gojin H 70 12 until ground 4 +11 +4 - Input K between frames 13-36 of EX Hyakkishu to execute, knocks down airborne foes
Hyakkishu > Hyakki Gosai throw 150 4 2 until ground+17f hard knockdown - - Input LP+LK between frames 13-36 of Hyakkishu or EX Hyakkishu to execute
Ashura Senku P - - - - 63 - - - Full body invulnerability frames 1-34
Ashura Senku K - - - - 59 - - - Full body invulnerability frames 1-28
Raging Demon H 300 0 35 14 hard knockdown - - 68 frame freeze before attack begins, unblockable
Misogi M,H 300/200 22 36(12)35 49 hard knockdown -43 - 88 frame freeze before attack begins, tracks opponent, invulnerable frames 1-85, if 1st hit whiffs Akuma creates two columns, each generating a projectile with 1 hit point each
Cross Art H 150+ 9 2 45 switch -25 - 63 frame freeze before attack begins, invulnerable frames 1-10

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


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