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Dhalsim's Frame Data Street Fighter X Tekken v2013

Guide last updated on
March 23, 2013 at 3:35 p.m. PDT


Dhalsim'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
Standing LP H 30 4 4 9 +3 -1 SM,EX,SA,CA -
Standing MP H 60 5 6 14 +3 -3 SM,EX,SA,CA foreces standing
Standing HP H 90 7 6 21 +2 -4 SM,EX,SA,CA -
Standing LK H 30 4 4 9 +4 0 SM,EX,SA,CA -
Standing MK H 60 5 4 16 +1 -3 SM,EX,SA,CA -
Standing HK H 90 6 5 16 +5 -1 - Forces standing, knockdown on airborne foes
f+MP H 60 10 3 19 -1 -5 - -
f+HP H 80 10 6 19 0 -5 - -
f+LK H 30 7 4 13 0 -4 - -
f+MK H 60 9 3 18 0 -4 - -
f+HK H 90 13 4 16 +5 0 - -
Crouch LP H 30 4 3 8 +3 +1 SM,EX,SA,CA -
Crouch MP H 60 5 5 8 +8 +4 SM,EX,SA,CA -
Crouch HP H 90 7 6 15 +4 -1 SM,EX,SA,CA -
Crouch LK H 30 5 6 8 +3 -1 SM,EX,SA,CA -
Crouch MK H 60 6 6 13 +2 -2 SM,EX,SA,CA -
Crouch HK H 90 12 3 24 sweep knockdown -7 - -
df+LP L 30 9 4 11 +2 -2 - -
df+MP L 60 12 5 18 -2.0 -6 - -
df+HP L 80 14 3 23 -1 -6 - -
df+LK L 30 3 8 12 -3 -7 SM,EX,SA,CA -
df+MK L 60 6 11 14 -4 -8 - -
df+HK L 90 10 12 26 sweep knockdown -18 - -
Jump LP M 40 6 7 until ground+4f +12 +4 - -
Jump MP M 70 6 8 until ground+4f +16 +5 - -
Jump HP M 100 6 6 until ground+4f +20 +8 - -
Jump LK M 40 6 9 until ground+4f +12 +4 - -
Jump MK M 70 8 7 until ground+4f +16 +5 - -
Jump HK M 100 7 6 until ground+4f +20 +8 - -
f+LP (air) M 40 7 11 until ground+4f +12 +4 - -
f+MP (air) M 70 8 4 until ground+4f +16 +5 - -
f+HP (air) M 80 8 4 until ground+4f +19 +5 - -
f+LK (air) M 40 10 6 until ground+4f +12 +4 - -
f+MK (air) M 70 12 3 until ground+4f +16 +5 - -
f+HK (air) M 100 10 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 60,60 7 3 18 hard knockdown -1 - Similar to standing HK, full body invulnerability frames 1-7
Yoga Smash throw 120 5 2 20 hard knockdown - - -
Yoga Throw 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
Yoga Spear H 70 12 until ground 7 +12 +4 - Button strength determines angle of descent
Yoga Mummy H 90 13 until ground 6 +18 +5 - Knockdown on airborne foes
Yoga Tower - - - - 122 - - - Lower and middle body invulnerability frames 1-60, cancelable with any attack after frame 32
Razor Chop M 30 14 5 11 +3 -3 - -
Yoga Fire LP H 50 15 - 36 -5 -10 - Projectile has 1 durability point, projectile active for 91 frames, knockdown on airborne foes
Yoga Fire MP H 50 15 - 36 knockdown -10 - Projectile has 1 durability point, projectile active for 55 frames
Yoga Fire HP H 50 15 - 36 knockdown -10 - Projectile has 1 durability point, projectile active for 41 frames
Yoga Fire EX H 40x2 15 - 30 +7 +2 - Projectile has 2 durability points, knockdown on airborne foes
Yoga Teleport - - - - 48 - - - Full body invulnerability frames 1-29, crushes crouching attacks frames 30-33
Yoga Teleport (air) - - - - 30 - - - Full body invulnerability frames 1-25, can attack after teleport ends
Yoga Flame LP H 80 16 23 22 knockdown -5 - Can be Super Charged: 51 frames to perform EX version, 100 frames for Yoga Inferno, hit counts as projectile
Yoga Flame MP H 90 19 27 16 knockdown -2 - Can be Super Charged: 51 frames to perform EX version, 100 frames for Yoga Inferno, hit counts as projectile
Yoga Flame HP H 100 22 32 13 knockdown +1 - Can be Super Charged: 51 frames to perform EX version, 100 frames for Yoga Inferno, hit counts as projectile
Yoga Flame EX H 80,80 14 32 11 knockdown +5 - Can be Super Charged: 51 frames to perform Yoga Inferno, hit counts as projectile
Yoga Blast LK H 130 13 20 45 hard knockdown -24 - Can be Super Charged: 51 frames to perform EX version, 100 frames for Yoga Volcano, hit counts as projectile
Yoga Blast MK H 150 17 20 37 hard knockdown -17 - Can be Super Charged: 51 frames to perform EX version, 100 frames for Yoga Volcano, hit counts as projectile
Yoga Blast HK H 180 32 20 23 hard knockdown -3 - Can be Super Charged: 51 frames to perform EX version, 100 frames for Yoga Volcano, hit counts as projectile
Yoga Blast EX H 70x2 5 17 31 hard knockdown -5 - Can be Super Charged: 51 frames to perform Yoga Volcano, full body invulnerability frames 2-4, hit counts as projectile
Yoga Inferno H 50x5 6 40 23 hard knockdown -3 - 78 frame cinematic freeze before attack begins, full body invulnerability frames 1-3, hits count as projectile
Yoga Volcano H 56x5 7 40 20 hard knockdown +1 - 67 frame cinematic freeze before attack begins, full body invulnerability frames 1-8, hits count as projectile
Cross Art H 150+ 9 2 50 switch -30 - 63 frame cinematic freeze before attack begins, full body invulnerability frames 1-10

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


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