Guile's Frame Data Street Fighter X Tekken v2013

Guide last updated on
March 23, 2013 at 3:45 p.m. PDT


Guile'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
Far LP H 30 4 2 10 +5 +1 SM,EX,SA,CA Rapid fire cancelable to light normal moves
Far MP H 60 5 4 17 0 -4 SM,EX,SA,CA -
Far HP H 90 5 3 18 +4 -1 - -
Far LK H 30 5 2 9 +6 +2 - Rapid fire cancelable to light normal moves
Far MK H 60 8 4 15 +2 -2 - -
Far HK H 90 13 5 17 +3 -2 - -
Close LP H 30 4 2 9 +6 +2 SM,EX,SA,CA Rapid fire cancelable to light normal moves
Close MP H 60 4 3 16 +2 -2 SM,EX,SA,CA -
Close HP H 90 6 4 19 +3 -3 SM,EX,SA,CA Forces standing on hit
Close LK H 30 4 3 7 +7 +3 - Rapid fire cancelable to light normal moves
Close MK H 60 5 2 21 -2 -6 - -
Close HK H 90 6 3 23 0 -6 - Forces standing on hit
Crouch LP H 30 4 2 10.0 +5 +1 SM,EX,SA,CA Rapid fire cancelable to light normal moves
Crouch MP H 60 5 5 10 +6 +2 SM,EX,SA,CA -
Crouch HP H 90 5 4 29 -7 -13 - Forces standing on hit
Crouch LK L 30 4 2 12.0 +3 0 - Rapid fire cancelable to light normal moves
Crouch MK L 60 7 4 18 -1 -5 - -
Crouch HK L 90,90 6 4(20)4 21 sweep knockdown -5 - -
Jump up LP M 40 5 2 until ground+4f +12 +4 - -
Jump up MP M 70 7 4 until ground+4f +16 +5 - -
Jump up HP M 100 7 3 until ground+4f +20 +8 - -
Jump up LK M 40 8 6 until ground+4f +12 +4 - -
Jump up MK M 70 7 6 until ground+4f +16 +5 - -
Jump up HK M 100 6 3 until ground+4f +20 +8 - -
Jump forward LP M 40 6 6 until ground+4f +12 +4 - -
Jump forward MP M 70 6 5 until ground+4f +16 +5 - -
Jump forward HP M 100 6 5 until ground+4f +20 +8 - -
Jump forward LK M 40 6 5 until ground+4f +12 +4 - -
Jump forward MK M 70 6 6 until ground+4f +16 +5 - -
Jump forward HK M 100 6 5 until ground+4f +20 +8 - -
Launcher H 100 13 2 54 switch -34 - Crushes crouching attacks, launches opponent while switching characters
Cross Cancel H 100 5 11 47 hard knockdown -36 - Similar to HK Flash Kick, full body invulnerability frames 1-7
Dragon Suplex throw 130 5 2 20 hard knockdown - - -
Judo Throw throw 130 5 2 20 hard knockdown - - -
Flying Mare throw 180 5 2 until ground+4f hard knockdown - - -
Flying Buster Drop throw 180 5 2 until ground+4f hard knockdown - - -
Other, Special Moves, Super & Cross Art
Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel Notes
Straight Chop M 50 16 3 16 +4 -2 - Hard knockdown on airborne foes
Spinning Back Knuckle H 100 9 3 15 +7 +2 - Knockdown on airborne foes
Knee Bazooka H 50 7 4 15 -2 -4 - Knockdown on airborne foes
Rolling Sobat H 60 11 4 14 +3 -1 - Lower body projectile invulnerability frames 7-8, lower body invulnerability frames 9-21, knockdown on airborne foes
Reverse Spin Kick H 90 16 6 12 +7 +2 - 6F-29F throw invincible; knockdown on airborne foes
Guile High Kick H 80 8 2 16 floats +2 - -
Target Combo M 50 16 3 16 +4 -2 - -
Flash Kick LK H 120(60) 5 11 43 knockdown -42 - Requires d charge of 47 frames to execute, full body invulnerability frames 1-6
Flash Kick MK H 120(70) 5 11 45 knockdown -44 - Requires d charge of 47 frames to execute, full body invulnerability frames 1-6
Flash Kick HK H 120(80) 5 11 47 knockdown -46 - Requires d charge of 47 frames to execute, full body invulnerability frames 1-6
Flash Kick EX H 90.800000000000000 5.0 11.0 47.0 knockdown -44.0 - Requires d charge of 47 frames to execute, full body invulnerability frames 1-7
Sonic Boom LP H 50 10 - 23 +8 +5 - Requires 49 frames back charge, Can be Super Charged: 51 frames for EX version, 100 frames for Super Art, projectile has 1 point of durability, knockdown on airborne foes
Sonic Boom MP H 50 10 - 25 +6 +3 - Requires 49 frames back charge, Can be Super Charged: 51 frames for EX version, 100 frames for Super Art, projectile has 1 point of durability, knockdown on airborne foes
Sonic Boom HP H 50 10 - 27 +4 +1 - Requires 49 frames back charge, Can be Super Charged: 51 frames for EX version, 100 frames for Super Art, projectile has 1 point of durability, knockdown on airborne foes
Sonic Boom EX H 40x2 10 - 29 +10 +7 - Requires 49 frames back charge, Can be charged 51 frames for Super Art, projectile has 1 point of durability, knockdown on airborne foes
Sonic Hurricane H 120,20x4,120 8 41 34 hard knockdown -29 - 89 frame cinematic freeze before attack begins, full body invulnerability frames 1-8, active duration increases if projectile hits enemy projectile
Cross Art H 150+ 9 2(12)2(15)2 35 switch -15 - 64 frame cinematic freeze before attack begins, full body invulnerability frames 1-9, 1st hit must connect to enter cinematic

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


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