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Cody's Frame Data Street Fighter X Tekken v2013

Guide last updated on
March 23, 2013 at 3:30 p.m. PDT


Cody'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 LP H 30 4 +6 +3 SM,EX,SA,CA Rapid fire cancelable to light normal moves
Far MP H 60.0 7.0 +7 +3 - -
Far HP H 90.0 8.0 +3 -2.0 - -
Far LK H 30 5 +3 -1 - -
Far MK H 60.0 8.0 +5 +1 - -
Far HK H 90 10 +3 -2 - -
Close LP H 30.0 4.0 +6 +2 SM,EX,SA,CA Rapid fire cancelable to light normal moves
Close MP H 60.0 6.0 +8 +4 SM,EX,SA,CA -
Close HP H 90.0 8.0 +9 +3 SM,EX,SA,CA Forces standing
Close LK H 30 5 +5 +1 - -
Close MK H 60.0 6.0 +3 -1.0 SM,EX,SA,CA -
Close HK H 90.0 7.0 +3 -3.0 SM,EX,SA,CA Forces standing
Crouch LP H 30.0 4.0 +5 +1 SM,EX,SA,CA Rapid fire cancelable to light normal moves
Crouch MP H 60.0 5.0 +6 +2 SM,EX,SA,CA -
Crouch HP H 90.0 7.0 +2 -4.0 SM,EX,SA,CA Forces standing
Crouch LK L 30.0 5.0 0.0 -4.0 SM,EX,SA,CA -
Crouch MK L 60.0 7.0 +1 -3.0 - -
Crouch HK L 90 7 hard knockdown -7 - -
Jump up LP M 40.0 4.0 +12 +4 - -
Jump up MP M 70.0 6.0 +16 +5 - -
Jump up HP M 100.0 8.0 +20 +8 - *Groundbounce on counter hit and vs airborne
Jump up LK M 40.0 5.0 +12 +4 - -
Jump up MK M 70.0 7.0 +16 +5 - -
Jump up HK M 100.0 8.0 +20 +8 - -
Jump forward LP M 40.0 5.0 +12 +4 - -
Jump forward MP M 70.0 9.0 +16 +5 - -
Jump forward HP M 100.0 11.0 +20 +8 - -
Jump forward LK M 40.0 5.0 +12 +4 - -
Jump forward MK M 70.0 7.0 +16 +5 - -
Jump forward HK M 100.0 9.0 +20 +8 - -
Launcher H 100 12 switch -34 - Crushes crouching attacks
Cross Cancel H 60,60 8 hard knockdown
- Full body invulnerability
Prisoner Throw throw 130 5 hard knockdown - - -
Bad Stomp throw 130 5 hard knockdown - - -
Other, Special Moves, Super & Cross Art
Move Hit Damage Startup Hit Adv Block Adv Cancel Notes
Jaw Crusher H 70.0 6.0 +3 -4.0 - -
Stomach Blow H 60 8 +6 +1 - Forces standing
Hammer Hook M 60,50 18.0 -1.0 -6.0 - -
Crack Kick H 90.0 14.0 floats +2 - Airborne frames
Knife Standing LP H 40.0 4.0 +4 0 - Rapid fire cancelable to light normal moves
Knife Standing MP H 70.0 7.0 +4 0.0 SM,SA,CA -
Knife Standing HP H 100.0 8.0 +5 0.0 SM,SA,CA -
Knife Crouching LP H 40 3 +2 -2 - Rapid fire cancelable to light normal moves
Knife Crouching MP H 70.0 7.0 -1.0 -5.0 - -
Knife Crouching HP H 100.0 9.0 +6 0.0 SM,SA,CA -
Knife Jump up LP M 50.0 4.0 - - - -
Knife Jump up MP M 80.0 7.0 - - - -
Knife Jump up HP M 110.0 8.0 - - - -
Knife Jump forward LP M 50.0 4.0 - - - -
Knife Jump toward MP M 80.0 7.0 - - - -
Knife Jump toward HP M 110.0 8.0 - - - -
LP Criminal Upper H 120.0 14.0 floats -6.0 - -
MP Criminal Upper H 130.0 14.0 floats -7.0 - -
HP Criminal Upper H 140.0 14.0 floats -9.0 - -
EX Criminal Upper H 160.0 8.0 floats -10.0 - -
LK Ruffian Kick L 80 16 hard knockdown -6 - Can be charged 51 frames for EX version or 100 frames for Super Art, normal knockdown against airborne
MK Ruffian Kick H 100.0 12.0 knockdown -7.0 - Can be charged 51 frames for EX version or 100 frames for Super Art
HK Ruffian Kick H 70 8 floats -18 - Can be charged 51 frames for EX version or 100 frames for Super Art
EX Ruffian Kick L 110.0 12.0 hard knockdown -10.0 - Can be charged 51 frames for Super Art; Projectile invulnerable frames, normal knockdown against airborn
Zonk H 100 17 floats -7 - 18F start up for 2nd, 19F for 3rd level. Projectile invincible; Lvl1 1-12f, Lvl2 1-14f, Lvl3 1-16f upper body invincible
EX Zonk H 100.0 17 floats -6.0 - Invulnerable frames
LP Bad Stone H 80* 30 +8 +5 - *Can be delayed to increase damage (up to 95)
MP Bad Stone H 80* 30.0 +6 +3 - *Can be delayed to increase damage (up to 95)
HP Bad Stone H 80* 30.0 +4 +1 - *Can be delayed to increase damage (up to 95)
EX Bad Stone H 60,60 27.0 +11 +8 - -
Fake Bad Stone - - 31.0 - - - -
Knife Pick Up - - 27.0 - - - -
Knife Throw H 120.0 27.0 knockdown +8 - -
Fake Knife Throw - - 34.0 - - - -
Bad Spray H 80.0 - knockdown 1.0 -
Final Destruction H 330.0 14.0 hard knockdown -21.0 - 61F cinematic freeze when attack begins, full body invulnerability frames
Cross Art H 150+ 9.0 switch -45.0 - 69F cinematic freeze when attack begins, full body invulnerability frames

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


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