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Alisa's Frame Data Street Fighter X Tekken v2013

Guide last updated on
March 23, 2013 at 4:56 p.m. PDT


Alisa'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 Hit Adv Block Adv Cancel Notes
Far\Close LP H 30 4 +7 +3 SM,EX,SA,CA -
Far MP H 60 8 +2 -2 SM,EX,SA,CA -
Far HP H 90 8 0 -5 SM,EX,SA,CA Area from waist upward is invincible against air attacks; Knockdown against airborne
Far\Close LK H 30 6 +3 -1 SM,EX,SA,CA -
Far MK H 60 7 +2 -2 - -
Far\Close HK H 90 12 +5 0 - -
Close MP H 60 5 +7 +1 SM,EX,SA,CA -
Close HP H 90 8 float -5 SM,EX,SA,CA Area from waist upward is invincible against air attacks
Close MK H 60 6 -7 -11 SM,EX,SA,CA -
Crouch LP H 30 4 +8 +4 SM,EX,SA,CA -
Crouch MP L 60 5 +3 -1 SM,EX,SA,CA -
Crouch HP L,H 45,45 7 -5 -10 1st hit: SM,EX,SA,CA -
Crouch LK L 30 5 0 -4 SM,EX,SA,CA -
Crouch MK L 60 6 -6 -10 SM,EX,SA,CA -
Crouch HK L 90 12 hard knockdown -10 - -
Jump LP M 40 5 +12 +4 - -
Jump MP M 70 5 +16 +5 - -
Jump HP M 100 7 +20 +8 - -
Jump LK M 40 6 +12 +4 - -
Jump MK M 70 8 +16 +5 - -
Jump HK M 100 9 +20 +8 - -
Launcher H 100 13 switch -34 - Crushes crouching attacks
Cross Cancel H 4x30 6 hard knockdown - - -
Spam Bomb throw 130 5 hard knockdown - - -
Double Bull Shoot throw 130 5 hard knockdown - - -
Compression throw 160 5 hard knockdown - - -
Other, Special Moves, Super & Cross Art
Move Hit Damage Startup Hit Adv Block Adv Cancel Notes
Destructive Form \ Cancel - - 27 - - - -
Standing LP H 40 6 +4 +4 - -
Standing MP H 75 11 +4 -6 - -
Standing HP H 90 9 float -5 - Crushes Airborne
Crouching LP H 40 5 +8 -2 - -
Crouching MP L 60 6 -2 -2 SM,EX,CA -
Crouching HP L,H 40,70 14 hard knockdown -9 1st hit: SM,EX,CA -
Hertz Blade Flare M 80 18 +2 -6 - Ground bounce on counter hit and against airborne
Idling - - 22 - - - Builds meter
Quick Access H,H 60,60 6 +10 +7 - Ends in Destructive Form
Lost Access H,H,M 60,12,80 7 +8 +3 - Ends in Destructive Form
Double Rocket Punch LP H 50 19 0 -3 - Shoots horizontally, knockdown against airborne, cannot be reflected
Double Rocket Punch MP H 50 19 0 -3 - Shoots in 45° angle, knockdown against airborne
Double Rocket Punch HP H 50 19 0 -3 - Shoots in 80° angle, knockdown against airborne
Double Rocket Punch EX H 30x3 19 +20 0 - 3 durabillity; Button combination determines angle, knockdown against airborne
Cradle Star LK H 90 16 knockdown -32 - Projectile immunity frames, Airborne frames
Cradle Star MK H 90 18 knockdown -33 - Projectile immunity frames, Airborne frames
Cradle Star HK H 90 21 knockdown -33 - Projectile immunity frames, Airborne frames
Cradle Star EX H 90 21 wall bounce -32 - Projectile invulnerable, Airborne frames
Cradle Star Followup M 100 16 knockdown -10 - Airborne
Happy Propeller LP H 20x3,50 5 knockdown -35 - Strike invulnerable frames, Airborne frames
Happy Propeller MP H 20x2,30,50 6 knockdown -29 - Airborne frames
Happy Propeller HP H 30x3,60 6 knockdown -29 - Airborne frames
Happy Propeller EX H 20x3,50 6 knockdown -26 - Strike invulnerable frames
Boot - - 11 - - P, K Button strength determines distance and whiff duration, Airborne frames
EX Boot - - 11 - - P, K 2 Armor, Airborne frames
Hard Reset H 40x3 3 knockdown -16 - Ends in Normal Form
Hard Reset EX H 30x2,40 3 knockdown -7 - Ends in Normal Form
Eject Slider L 110 7 hard knockdown -9 - Ends in Normal Form
Eject Slider EX L 130 7 hard knockdown -9 - Ends in Normal Form, 1 Armor
Dual Boot - - 11 - - P, K Button strength determines distance and whiff duration, Airborne frames
EX Dual Boot - - 11 - - P, K 2 Armor, Airborne frames
Thruster Right H 90 11 +4 -4 HP Ends in Destructive Form
Thruster Right EX H 120 11 +4 +4 HP Ends in Destructive Form
Thruster Left H 50x3 9 knockdown -17 - Ends in Destructive Form
Thruster Left EX H 60x3 9 knockdown -17 - Ends in Destructive Form
Double Cut H 45x2 16 floats -7 - Can be Super Charged: 51 frames to perform EX version, 100 frames for Super Art
Double Cut EX H 45x3 16 floats -4 - Can be Super Charged: 51 frames to perform Super Art
Clock Setting H 40,10x4,40 18 floats -8 - -
Clock Setting EX H 30,15x4,50 18 floats -8 - Strike invulnerability frames
Trigger Shuffle H 15x3,265 12 hard knockdown -5 - Cinematic freeze before start up begins, Invulnerablity frames 1-12
Cross Art H 150+ 13 switch -51 - Cinematic freeze before start up begins, Invulnerablity frames

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


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