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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


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 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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