Jin's Frame Data Street Fighter X Tekken v2013

Guide last updated on
March 23, 2013 at 5:15 p.m. PDT


Jin'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 5 2 7 +8 +2 SM,EX,SA,CA -
Far MP H 60 9 2 10 +9 +5 SM,EX,SA,CA -
Far HP H 90 11 4 16 +5 0 - crumples on counterhit
Far LK H 30 6 4 8 +5 +1 - -
Far MK H 60 7 4 15 +2 -2 SM,EX,SA,CA -
Far HK H 90 14 3 20 +2 -3 SM,EX,SA,CA -
Close LP H 30 4 3 8 +6 +2 SM,EX,SA,CA -
Close MP H 60 6 2 15 +4 0 SM,EX,SA,CA -
Close HP H 90 6 4 17 +4 -1 SM,EX,SA,CA -
Close LK H 30 7 2 9 +6 +2 - -
Close MK H 60 7 2 13 +6 +2 SM,EX,SA,CA -
Close HK H 90 17 2 18 +5 0 - -
Crouch LP H 30 3 2 7 +8 +4 SM,EX,SA,CA -
Crouch MP H 60 4 3 9 +9 +5 SM,EX,SA,CA -
Crouch HP H 90 5 5 19 +2 -4 SM,EX,SA,CA forces standing
Crouch LK L 30 5 3 8 +6 +2 SM,EX,SA,CA -
Crouch MK L 60 6 2 14 +5 +1 SM,EX,SA,CA -
Crouch HK L 90 9 3 22 hard knockdown -5 - -
Jump LP M 40 5 6 until ground+4f +12 +4 - -
Jump MP M 70 7 6 until ground+4f +16 +5 - -
Jump HP M 100 8 6 until ground+4f +20 +8 - -
Jump LK M 40 6 5 until ground+4f +12 +4 - -
Jump MK M 70 6 6 until ground+4f +16 +5 - -
Jump HK M 100 8 6 until ground+4f +20 +8 - -
Launcher H 100 13 2(11)3 40 switch -21 - Crushes crouching attacks, launches opponent while switching characters
Cross Cancel H 120 8 2 18 hard knockdown +2 - Similar to Thrusting Uppercut, full body invincibility frames 1-9
Tidal Wave throw 150 5 2 20 hard knockdown - - -
Over the Shoulder Reverse throw 150 5 2 20 hard knockdown - - -
Other, Special Moves, Super & Cross Art
Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel Notes
- H 60 7 2 33 -18 -20 - -
Shun Masatsu H,H 70 7 2 27 0 -5 SM,EX,SA,CA -
- H 30 5 2 7 +8 +4 SM,EX,SA,CA -
Left Right Combo H 50 9 2 10 +5 +3 SM,EX,SA,CA -
Inner Axe M 60 21 2 18 -4 -9 - Forces standing on hit, doesn’t combo with rest of string
Spinning Hook Kick H 60 8 2 18 +2 -2 - -
Kazama Style 5-hit H 30 5 2 7 +8 +4 SM,EX,SA,CA Sequence also possible with close standing LP
Kazama Style 5-hit H 50 5 2 9 +4 +2 - Knockdown on airborne foes
Kazama Style 5-hit H 30 6 4 13 0 -2 - Knockdown on airborne foes
Kazama Style 5-hit H 30 7 2 9 +6 +4 - Knockdown on airborne foes
Kazama Style 5-hit L 50 7 2 28 hard knockdown -10 - -
Kazama Style 6-hit M 50 23 2 25 -4 -9 - Forces standing on hit, floats airborne foes
Kazama Style 6-hit H 20 5 2 14 -1 -3 - Knockdown on airborne foes
Kazama Style 6-hit H 50 5 2 9 +4 +2 - Knockdown on airborne foes
Kazama Style 6-hit H 30 6 4 13 0 -2 - Knockdown on airborne foes
Kazama Style 6-hit H 30 7 2 9 +6 +4 - Knockdown on airborne foes
Kazama Style 6-hit L 50 7 2 28 hard knockdown -10 - -
Penetrating Fist H 60 24 - 29 knockdown -3 - Can be Super Charged 51 frames for EXversion, 100 frames for Super Art, projectile remains active for 49 frames, button strength determines position
Penetrating Fist EX - 70,70 9 - 41 +8 +4 - Can be Super Charged 51 frames for Super Art, each projectile remains active for 69 frames, button combination determines position
Median Line Destruction LP H 50,20,60 9 2(7)2(8)5 39 hard knockdown -23 - -
Median Line Destruction MP H 50,20,20,60 10 2(7)2(7)2(10)5 39 hard knockdown -23 - -
Median Line Destruction HP H 50,20,20,20,60 11 2(7)2(7)2(8)2(13)5 26 hard knockdown -10 - -
Median Line Destruction EX H 50,20,20,60 14 2(7)2(7)2(16)5 26 wall bounce -8 - -
Power Stance LP - - - - 39 - - SM(not Power Stance),EX,SA,CA Absorbs non-Super Art and Cross Art strikes and projectiles frames 3-13, cancelable frames 3-18
Power Stance MP - - - - 44 - - SM(not Power Stance),EX,SA,CA Absorbs non-Super Art and Cross Art strikes and projectiles frames 3-18, cancelable frames 3-22
Power Stance HP - - - - 55 - - SM(not Power Stance),EX,SA,CA Absorbs non-Super Art and Cross Art strikes and projectiles frames 3-33, cancelable frames 3-37
Power Stance EX - - - - 48 - - SM(not Power Stance),EX,SA,CA(11-31F) Grants next attack Counter Hit properties; absorbs non-Super Art and Cross Art strikes and projectiles frames 1-26
Special Step - - - - 35 - - - Upper body projectile invulnerability frames 1-28, Input frames 1-28, Inputs on 1-8F will execute on frame 9, after frame 9 will execute 1 frame after the input
Thrusting Uppercut H 60 8 2 23 float -3 - Upper body projectile invulnerability frames 1-8
Right Roundhouse Punch H 130 13 2 36 hard knockdown -20 - Upper body projectile invulnerability frames 1-4
Lunging Low Roundouse Kick L 50 8 2 30 hard knockdown -14 - Upper body projectile invulnerability frames 1-3
Spinning Flare Kick M 80 20 6 27 knockdown -8 - Airborne frames 1-25
Lunging Low RH Kick > Spinning Flare Kick M 100 14 6 33 knockdown -14 - Airborne frames 1-19
Mental Alertness - - - - 49 - - - Frames 1-10 full body strike invulnerability, input follow-up 1-23, input on 1-9F will execute on frame 10, after frame 10 will execute 1 frame after the input
Left Drill Punch H 100 14 2 25 +2 -5 - -
Swinging Fist Strikes H 100 7 2 34 knockdown -14 - -
Swaying Willow H 100 5 2 27 +2 -3 - Stomach stagger (+30) on Counter Hit
Leaping Side Kick H 100 7 7 24 floats - - Hits airborne foes only, Invincible against airborne attacks, airborne frames 5-29
Right Sweep L 100 17 2 26 hard knockdown -10 - -
Devil Beam H 330 16 - 64 hard knockdown -31 - 63 frame cinematic freeze before attack begins, full body invulnerability frames 1-14
Cross Art H,M 150+ 9 2(16)2 32 switch -11 - 64 frame cinematic freeze before attack begins, full body invulnerability frames 1-14

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


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