Balrog's Frame Data Street Fighter X Tekken v2013

Guide last updated on
March 23, 2013 at 2:19 p.m. PDT


Balrog'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 10 +5 +1 SM,EX,SA,CA Rapid fire cancelable into light attacks, whiffs on crouchers
Far MP H 60 7 4.0 13.0 +4 0 SM,EX,SA,CA -
Far HP H 90 9 4 20 +1 -4.0 - Crumples standing foes on Counter Hit
Far LK H 30 4 2 9 +6 +2 - Rapid fire cancelable into light attacks
Far MK H 60 9 3 12 +6 +2 - -
Far HK H 90 8 2 19 +4 -1 - -
Close LP H 30 4 2 9 +6 +2 SM,EX,SA,CA Rapid fire cancelable into light attacks
Close MP H 60 6 4 11 +6 +2 - -
Close HP H 90 5 5 15 +6 0 - Forces standing on hit
Close LK H 30 3 2 8 +7 +3 SM,EX,SA,CA Rapid fire cancelable into light attacks, not technically crouchable high but most crouching characters avoid cl.LK
Close MK H 60 5 4 13 +5 +1 SM,EX,SA,CA -
Close HK H 90 7 2 15 +9 +3 - Forces standing on hit
Crouch LP H 30 4 2 9 +6 +2 SM,EX,SA,CA Rapid fire cancelable into light attacks
Crouch MP H 60 7 4 11 +6 +2 SM,EX,SA,CA -
Crouch HP H 90 7 5 20 -2 -5 - Forces standing on hit
Crouch LK L 30 4 2 10.0 +5 +1 SM,EX,SA,CA -
Crouch MK L 60 8 2 11 +8 +4 - -
Crouch HK L 90 8 2 25 hard knockdown -9 - -
Jump up LP M 40 5 2 until ground+4f +12 +4 - -
Jump up MP M 70 5 4 until ground+4f +16 +5 - -
Jump up HP M 100 5 9 until ground+4f +20 +8 - Hold b or f to direct after input
Jump up LK M 40 5 3 until ground+4f +12 +4 - -
Jump up MK M 70 6 2 until ground+4f +16 +5 - -
Jump up HK M 100 5 2 until ground+4f +20 +8 - -
Jump forward LP M 40 5 3 until ground+4f +12 +4 - -
Jump forward MP M 70 7 3 until ground+4f +16 +5 - -
Jump forward HP M 100 7 7 until ground+4f +20 +8 - -
Jump forward LK M 40 5 6 until ground+4f +12 +4 - -
Jump forward MK M 70 7 2 until ground+4f +16 +5 - -
Jump forward HK M 100 8 6 until ground+4f +20 +8 - -
Launcher H 100 13 2 54 switch -34 - Crushes crouching attacks, launches opponent while switching characters
Cross Cancel H 130 10 11 23 hard knockdown -12 - Resembles EX Buffalo Head, invulnerable frames 1-10, projectile invulnerable frames 11-20
Head Bomber throw 130 5 2 20 hard knockdown - - -
Lever Break 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
Dash Low Straight LP L 100 13-23 8 20 sweep -11 - Requires 54 frames of backward charge, travels half screen
Dash Low Straight MP L 110 14-30 8 20 sweep -11 - Requires 54 frames of backward charge, travels 3/4 screen, attack begins once opponent is in range
Dash Low Straight HP L 120 14-43 8 20 sweep -11 - Requires 54 frames of backward charge, travels full screen, attack begins once opponent is in range
Dash Low Straight EX L 140 14-41 8 16 sweep -7 - Armor frames 2-48, travels full screen, attack begins once opponent is within range
Dash Low Smash LK H 100 13-22 8 20 knockdown -6 - Requires 54 frames of backward charge, travels half screen
Dash Low Smash MK H 100 14-29 8 20 knockdown -6 - Requires 54 frames of backward charge, travels 3/4 screen, attack begins once opponent is in range
Dash Low Smash HK H 100 14-42 8 20 knockdown -6 - Requires 54 frames of backward charge, travels full screen, attack begins once opponent is in range
Dash Low Smash EX H 100 14-41 8 16 wall bounce -7 - Requires 54 frames of backward charge, travels full screen, attack begins once opponent is in range, causes knockdown against airborne foes
Dash Swing Blow LP M 100 23-32 5 21 +10 -9 - Requires 54 frames of backward charge, travels half screen, attack begins once opponent is in range, causes hard knockdown against airborne foes
Dash Swing Blow MP M 100 24-39 5 21 +10 -9 - Requires 54 frames of backward charge, travels 3/4 screen, attack begins once opponent is in range, causes hard knockdown against airborne foes
Dash Swing Blow HP M 100 24-52 5 21 +10 -9 - Requires 54 frames of backward charge, travels full screen, attack begins once opponent is in range, causes hard knockdown against airborne foes
Dash Swing Blow EX M 130 24-51 5 21 ground bounce* -6 - *causes stagger (+15) against crouched foes; requires 54 frames of backward charge, travels full screen, attack begins once opponent is in range, causes hard knockdown against airborne foes
Buffalo Head LP H 100 9 11 24 float -13 - Requires 47 frames of downward charge, upper body invulnerable frames 1-8, projectile invulnerable frames 1-19
Buffalo Head MP H 90 11 11 24 float -13 - Requires 47 frames of downward charge, upper body invulnerable frames 1-10, projectile invulnerable frames 1-20
Buffalo Head HP H 80 13 11 24 float -13 - Requires 47 frames of downward charge, Upper body invulnerable frames 1-12, projectile invulnerable frames 1-23
Buffalo Head EX H 100 13 11 24 float -13 - Requires 47 frames of downward charge, full body invulnerable frames 1-17
Dash Straight LP H 100 4-15 7 16 -2 -4 - Requires 54 frames of backward charge, can be Super Charged 51 frames for EX version or 100 frames for Super Art, forces standing on hit
Dash Straight MP H 110 7-24 5 18 +1 -3 - Requires 54 frames of backward charge, can be Super Charged 51 frames for EX version or 100 frames for Super Art, forces standing on hit
Dash Straight HP H 120 7-37 4 19 +1 -6 - Requires 54 frames of backward charge, can be Super Charged 51 frames for EX version or 100 frames for Super Art, forces standing on hit
Dash Straight EX H 140 8-35 5 16 +4 -3 - Requires 54 frames of backward charge, can be Super Charged 51 frames for Super Art, armor from 1st frame until active frames end, forces standing on hit
Dash Upper LK H 70 5-15 4 19 0 -1 - Requires 54 frames of backward charge, can be Super Charged 51 frames for EX version or 100 frames for Super Art, launches airborne foes, whiffs on crouchers
Dash Upper MK H 70 7-23 4 20 +1 -4 - Requires 54 frames of backward charge, can be Super Charged 51 frames for EX version or 100 frames for Super Art, launches airborne foes, whiffs on crouchers
Dash Upper HK H 70 7-36 4 21 +1 -7 - Requires 54 frames of backward charge, can be Super Charged 51 frames for EX version or 100 frames for Super Art, launches airborne foes, whiffs on crouchers
Dash Upper EX H 140 8-35 4 17 +5 -3 - Requires 54 frames of backward charge, can be Super Charged 51 frames for Super Art, armor from 1st frame until active frames end, launches airborne foes, whiffs on crouchers
Turn Punch lvl1 H 100 31 7 14 0 -4 - Strike and projectile invulnerable frames 1-19, may still attack with non-held buttons, charging Turn Punch increases active/recovery frames over time, causes wall bounce against airborne foes
Turn Punch lvl2 H 120 - 7 16 -2 -4 - -
Turn Punch lvl3 H 150 - 8 18 -5 -9 - -
Turn Punch lvl4 H 200 - 9 21 -9 -13 - -
Turn Punch lvl5 H 250 - 10 22 -11 -15 - -
Turn Punch lvl6 H 280 - 11 24 -14 -18 - -
Turn Punch lvl7 H 360 - 12 26 -17 -21 - -
Turn Punch lvl8 H 400 - 13 29 -21 -25 - -
Turn Punch lvl9 H 450 - 15 32 -36 -29 - -
Turn Punch lvl10 H 500 - 16 36 -31 -35 - -
Crazy Buffalo H 60x4,80 PPP=18 (hold K=15) 6(8)5(6)6(7) 5(17)3 31 hard knockdown -14 - Requires 54 frames of backward charge, 67 frame freeze before attack begins, PPP version invulnerable frames 1-20 (hold K : 1-17), KKK version invulnerable frames 1-24 (hold K : 1-22)
- - - KKK=22 (hold K=20) - - - - - -
Cross Art H 150+ 9 2 39 switch -20 - 64 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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