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Hwoarang's Frame Data Street Fighter X Tekken v2013

Guide last updated on
March 23, 2013 at 5:09 p.m. PDT


Hwoarang'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\Close LP L 30 8 3 6 +8 +4 SM,EX,SA,CA -
Far\Close MP H 60 7 2 20 -1 -5 - knee area invincible against air attacks
Far\Close HP H 90 10 4 25 -3 -9 - forces standing
Far\Close LK H 30 5 2 10.0 +5 0.0 SM,EX,SA,CA -
Far\Close MK H 60 8 2 20 -1 -5 - -
Far\Close HK H 90 7 4 25 -4 -9 SM,EX,SA,CA -
Flamingo LP H 30 3 2 11 +4 0 SM,EX,SA,CA -
Flamingo MP H 60,60 5 2(10)2 20 -1 -5 - -
Flamingo HP H 90 8 3 27 -4 -10 SM,EX,SA,CA forces standing
Flamingo LK L 30 4 3 9 +5 +1 - -
Flamingo MK H 60 7 2 20 -1 -5 - -
Flamingo HK H 90 13 2 27 -4 -9 SM,EX,SA,CA kicking foot invincible against air attacks; knock down vs airborne; airborne frames 8-19
Crouch LP L 30 4 3 9 +5 +1 SM,EX,SA,CA -
Crouch MP L 60 5 4 12.0 +5 0 SM,EX,SA,CA -
Crouch HP H 90 10 4 25 -3 -9 - forces standing
Crouch LK L 30 4 3 10 +5 +1 SM,EX,SA,CA -
Crouch MK H 60 5 5 17 -1 -5 SM,EX,SA,CA -
Crouch HK L 90 7 2 27 sweep knockdown -9 SM,EX,SA,CA -
Jump LP M 40 5 7 until ground+4f +12 +4 - -
Jump MP M 70 7 4 until ground+4f +16 +5 - -
Jump HP M 100 10 4 until ground+4f +20 +8 - -
Jump LK M 40 5 9 until ground+4f +12 +4 - -
Jump MK M 70 6 8 until ground+4f +16 +5 - -
Jump HK M 100 10 4 until ground+4f +20 +8 - -
Launcher H 100 13 2 54 switch -34 - Crushes crouching attacks, launches opponent while switching characters
Cross Cancel H 120 5 13 35 hard knockdown -26 - Similar to HK Skyrocket, full body invulnerability frames 1-6
Falcon Dice Kick throw 130 5 2 20 hard knockdown - - -
Bring It On 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
Spinning Trip Kick L 60 19 3 14 +6 0 SM,EX,SA,CA Knockdown on airborne foes
Tsunami Kick M 60 19 2 22 +4 +2 - Knockdown on airborne foes, hold f to enter Flamingo Stance
Iron Heel M 70 25 2 19 ground bounce -4 - Hard knockdown on airborne foes
Fade Away Kick H 70.0 13.0 4.0 22.0 -7.0 -9.0 SM,EX,SA,CA Crushes crouching attacks frames 1-12, knockdown on airborne foes
Motion Switch - - - - 1 - - - Enters Flamingo Stance, can move & attack after frame 1
- H 60 7 2 29 -1 -5 - -
Reverse Kick H 70 6 4 20 -1 -7 SM,EX,SA,CA Knockdown on airborne foes, forces standing on hit
Chainsaw Kick M 50 16 3 23 ground bounce -8 - Hard knockdown on airborne foes
- M 40 5 7 until ground+4f +12 +4 - -
Flashing Trident M 40 5 4 until ground+4f +14 +12 - Knockdown on airborne foes
- H 60 8 2 20 -1 -5 - -
- H 60 11 2 21 -2 -6 LA Hold f after attack to enter Flamingo Stance
Middle Kick Combo H 50 10 4 20 -3 -7 BC, LA Knockdown on airborne foes, forces standing on hit, hold f after attack to enter Flamingo Stance
High Kick Combo H 60 8 4 24 -3 -6 SM,EX,SA,CA, LA Knockdown on airborne foes
Low Kick Combo H 30 7 5 14 -2 -4 LA Knockdown on airborne foes
Low & High Kick Combo H 60 8 4 24 -3 -6 SM,EX,SA,CA Knockdown on airborne foes
- H 30 5 2 11 +4 0 - Identical to standing LK, input MK after frames 6-19 for follow-up attack
Low & High Smash Kick Combo H 70 6 4 20 -1 -6 SM,EX,SA,CA, LA,BC Forces standing on hit, knockdown on airborne foes, hold f after attack begins to enter Flamingo Stance
- H 60,60 6 2(10)2 20 +1 -5 - -
Quick Kick Combo H 50 8 3 24 floats -5 LA -
- L 30 4 3 9 +5 +1 - -
Flamingo Kick Combo H 60 8 4 21 -2 -3 SM,EX,SA,CA,LA Backturn on hit, returns to normal stance, hold f after attack to enter Flamingo Stance, knockdown on airborne foes
- H 60 7 2 20 -1 -5 - -
Fire Storm H 70 9 3 19 +2 0 SM,EX,SA,CA, BC, LA Knockdown on airborne foes
Special Step - - - - 28 - - SM,EX(not special step),SA Projectile invulnerability frames 1-16
Special Step EX - - - - 29 - - SM,EX(not special step),SA Upper body invulnerability frames 1-17
Sky Rocket LK H 120 5 6 33 knockdown -27 - Full body invulnerability frames 1-5, airborne frames 5-33
Sky Rocket MK H 130(90) 5 9 32 knockdown -29 - Full body invulnerability frames 1-5, airborne frames 5-34
Sky Rocket HK H 150(100) 5 11 31 knockdown -20 - Airborne frames 5-34
Sky Rocket EX H 180(120) 5 13 35 knockdown -26 - Full body invulnerability frames 1-7, airborne frames 5-34
Hunting Hawk LK H 120 12 6 24 knockdown -4 - Lower body projectile invulnerability frames 1-6, airborne frames 7-29
Hunting Hawk MK H 80,60 14 5(12)3 29 knockdown -6 - Lower body projectile invulnerability frames 9-41, airborne frames 9-45
Hunting Hawk HK H,M 50x3 17 5(12)3(22)4 23 ground bounce -7 - Lower body projectile invulnerability frames 12-68, airborne frames 12-68
Hunting Hawk EX H 50,20x3,50 15 5(13)3(6)3(6)3(19)10 26 wall bounce -45 - Lower body projectile invulnerability frames 10-98, airborne frames 10-104
Air Raid LK M 50,20,30 30 11 15 +8 +6 - Airborne frames 6-40, knockdown on airborne foes
Air Raid MK M 50,30,30 41 12 15 +6 +6 - Airborne frames 10-52, knockdown on airborne foes
Air Raid HK M 50,30,40 48 12 15 +6 +6 - Airborne frames 11-59, knockdown on airborne foes
Air Raid EX M 50,30,50 54 12 15 float 0 - Targets foe’s position , airborne frames 11-73
Air Raid Special M 100 22 until ground 15 +8 +2 - Knockdown on airborne foes
Air Raid Special EX M 120 17 until ground 11 `+11 +6 - Full body invulnerability frames 1-12, knockdown on airborne foes
Dynamite Heel LP H 80 14 3 28 +1 +1 - Can be Super Charged: 51 frames to perform EX version, 100 frames for Super Art, forces standing on hit, ground bounce on airborne foes
Dynamite Heel MP H 80 16 3 28 +1 +1 - Can be Super Charged: 51 frames to perform EX version, 100 frames for Super Art, forces standing on hit, ground bounce on airborne foes
Dynamite Heel HP H 80 19 3 28 +1 +1 - Can be Super Charged: 51 frames to perform EX version, 100 frames for Super Art, forces standing on hit, ground bounce on airborne foes
Dynamite Heel EX M 100,50 29 3(26)3 40 ground bounce -11 - Can be Super charged: 51 frames to perform Super Art, projectile invulnerability frames 6-28, airborne frames 18-57
Heel Explosion Combo H,M 100,60,150 8 3(27)3 39 hard knockdown -10 - 88 frame cinematic freeze before attack begins, full body invulnerability frames 1-7, airborne frames 1-35
Cross Art H 150+ 9 4 51 switch -33 - 62 frame cinematic freeze before attack begins, full body invulnerability frames 1-11, airborne frames 4-27

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


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