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


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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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