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


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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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