Heihachi's Frame Data Street Fighter X Tekken v2013

Guide last updated on
March 23, 2013 at 5:07 p.m. PDT


Heihachi'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\Close LP H 30 4 4 7 +6 +2 SM,EX,SA,CA -
Far\Close MP H 60 5 5 13 +3 -1 SM,EX,SA,CA -
Far HP H 90 10 4 22 -1 -6 - -
Far\Close LK H 30 6 3 14 0 -4 SM,EX,SA,CA -
Far\Close MK H 50,20 5 4 15 +4 -1 SM,EX,SA,CA knockdown vs airborne, head and lower leg are invincible against air attacks
Far HK H 90 13 3 16 +6 +1 - -
Close HP H 90 12 6 25 -6 -11 SM,EX,SA,CA -
Close HK H 80 7 3 21 0 -5 SM,EX,SA,CA -
Crouch LP H 30 4 3 6 +8 +4 SM,EX,SA,CA -
Crouch MP H 60 6 4 10 +7 +3 SM,EX,SA,CA -
Crouch HP H 90 8 6 26 +6 -12 - forces standing
Crouch LK L 30 6 2 10 +5 +1 SM,EX,SA,CA -
Crouch MK L 60 6 4 15 +2 -2 SM,EX,SA,CA -
Crouch HK L 90 7 2 24 hard knockdown -6 - -
Jump LP M 40 6 6 until ground+4f +12 +4 - -
Jump MP M 70 6 5 until ground+4f +16 +5 - -
Jump HP M 100 10 6 until ground+4f +20 +8 - -
Jump LK M 40 6 4 until ground+4f +12 +4 - -
Jump MK M 70 7 6 until ground+4f +16 +5 - -
Jump HK M 100 9 8 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 12 3 27 hard knockdown -8 - Similar to LP Demon Breath, full body invulnerability frames 1-14
Neck Breaker throw 130 5 2 20 hard knockdown - - -
Broken Toy 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
Tatarigoroshi H 70 8 4 22 +1 -2 SM,EX,SA,CA Knocks down airborne foes
Lightning Crush H 50 14 3 16 +7 +3 - Knocks down airborne foes, forces standing on hit
Chrome Dome lvl 1 H 80 12 2 18 +2 -2 - head armor frames 1-31, stagger (+21) on counter hit, knocks down airborne foes
Chrome Dome lvl 2 M 130 32 2 35 ground bounce -9 - head armor frames 1-71
Chrome Dome lvl 3 unblockable 180 72 2 25 ground bounce - - head armor frames 1-71, whiffs vs airborne
Hammer Punch M 70 18 3 16 +6 -1 SM,EX,SA,CA Crushes standing moves, stagger (+22) on counter hit, knocks down airborne foes
Eisho Mon L 60 15 6 16 +7 +2 - -
Jichinsai H 90 23 5 24 ground bounce +1 - -
- H 30 7 3 13 -1 -3 - -
Flash Punch Combo M 100 9 3 27 hard knockdown -17 - -
Left Right Combo H 50 8 4 16 +1 -2 SM,EX,SA,CA -
Demon Slayer H 60 8 4 19 +12 -5 - -
Demon Kicker H 90 10 4 19 +12 -5 - -
- H 50 6 5 22 -1 -4 - Input LP/MP/HP between frames 1-17 for follow-up attack
Double Palm Strike H 50 8 3 23 0 -3 SM,EX,SA,CA -
Muso Tettsui M 100 15 3 19 ground bounce -4 - -
Muso Kageki L 60 13 6 19 +1 -1 - -
Rising Uppercut LP H 60 16 2 23 floats -3 - Upper body projectile invulnerability frames 1-15, crushes standing attacks frames 1-8
Rising Uppercut MP H 60 22 2 23 floats -3 - Upper body projectile invulnerability frames 1-21, crushes standing attacks frames 1-14
Rising Uppercut HP H 60 25 2 23 floats -3 - Upper body projectile invulnerability frames 1-24, crushes standing attacks frames 1-17
Rising Uppercut EX H 100 14 2 24 floats -4 - Upper body invulnerability frames 1-13, lower body crushes standing attacks frames 1-7
Dragon Uppercut H 80 19 11 34 knockdown -23 - Upper body projectile invulnerability frames 1-14
Dragon Uppercut EX H 120.0 5.0 11.0 34.0 knockdown -23.0 - full body invulnerable frames 1-15(?)
Dragon Uppercut follow-up H 60 5 3 until ground+4f knockdown - - Input P between frames 19-32 of Dragon Uppercut to execute attack
Heaven's Wrath LK counter (low) 130 1 - 61 hard knockdown - - Counters low attacks: Frames 1-40
Heaven's Wrath MK counter (high) 50 1 - 65 ground bounce - - Counters high and mid attacks: Frames 1-44
Heaven's Wrath HK counter 50/130 7 - 72 ground bounce/hard knockdown - - Counters all ground attacks: Frames 7-50; high/low
Heaven's Wrath EX counter 100 1 - 73 ground bounce/hard knockdown - - Counters all ground attacks: Frames 1-51; high/low
Hell Axle LK H 80 12 9 29 knockdown -16 - Projectile invulnerability frames 4-21, airborne frames 4-29
Hell Axle MK H 100 12 10 24 knockdown -12 - Projectile invulnerability frames 4-22, airborne frames 4-29
Hell Axle HK H 80,40 14 6(12)6 34 knockdown -18 - Projectile invulnerability frames 6-38, airborne frames 6-38
Hell Axle EX H 50x2 13 6(12)6 26 knockdown -10 - Projectile invulnerability frames 6-38, airborne frames 6-38
Demon Breath LP H 80 10 3 17 +13 -3 - Reflects projectiles frames 10-12
Demon Breath MP H 100 16 3 30 knockdown 0 - Reflects projectiles frames 16-18
Demon Breath HP H 60x2 14 3 39 floats -20.0 - Projectile hit frames 14-16, 1 point of durability, -10 on block for the 1st hit
Demon Breath EX H 120 17 3 29 wall bounce -9 - Reflects projectiles frames 17-19
Raijin Stance LP H 70 12 13 27 +1 -2 - Can be Super charged: 51 frames to perform EX version, 100 frames for Super Art
Raijin Stance MP H 70 14 13 28 0 -3 - Can be Super charged: 51 frames to perform EX version, 100 frames for Super Art
Raijin Stance HP H 70 17 13 30 -2 -5 - Can be Super charged: 51 frames to perform EX version, 100 frames for Super Art
Raijin Stance EX H 130,80 12 13(12)13 52 knockdown -12 - Can be Super charged: 51 frames to perform Super Art, full body invulnerability frames 1-12
Raijin's Wrath H 300 15 7 52 hard knockdown -33 - 62 frame cinematic freeze before attack begins, full body invulnerability frames 1-14
Cross Art H 150+ 9 2 60 switch -40 - 63 frame cinematic freeze before attack begins, full body invulnerability frames 1-9

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


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