Julia's Frame Data Street Fighter X Tekken v2013

Guide last updated on
March 23, 2013 at 5:17 p.m. PDT


Julia'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 H 30 5 4 8 +5 +1 SM,EX,SA,CA -
Far\Close MP H 60 8 4 10 +7 +3 SM,EX,SA,CA -
Far HP H 90 11 4 22 -1 -6 - -
Far LK H 30 5 2 9 +6 +2 SM,EX,SA,CA -
Far MK H 60 7 4 15 +2 -2 - -
Far HK H 90 13 6 23 -4 -9 - -
Close HP H 90 7 4 22 -1 -6 SM,EX,SA,CA -
Close LK H 30 5 2 9 +6 +2 SM,EX,SA,CA -
Close MK H 60 6 3 16 +2 -2 SM,EX,SA,CA -
Close HK H 90 11 4 15 +6 +1 - -
Crouch LP H 30 4 4 6 +7 +3 SM,EX,SA,CA -
Crouch MP L 60 5 4 11 +6 +2 SM,EX,SA,CA -
Crouch HP H 90 6 7 20 -1 -7 SM,EX,SA,CA Forces standing on hit
Crouch LK L 30 5 4 10 +3 -1 SM,EX,SA,CA -
Crouch MK L 60 8 8 12 +1 -3 SM,EX,SA,CA -
Crouch HK L 90 9 2(20)2 23 sweep knockdown -5 - -
Jump LP M 40 5 4 until ground+4f +12 +4 - -
Jump MP M 70 7 7 until ground+4f +16 +12 - -
Jump HP M 100 11 4 until ground+4f +20 +8 - -
Jump LK M 40 5 8 until ground+4f +12 +4 - -
Jump MK M 70 7 7 until ground+4f +16 +12 - -
Jump HK M 100 12 9 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 14 7 23 hard knockdown -8 - Similar to 2nd hit of Hunting Tomahawk, full body invulnerability frames 1-20
Wild Stallion throw 130 5 2 20 hard knockdown - - -
Mad Axes 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
Kolda H 80 12 3 27 +6 0 - Ground bounce on airborne foes
Party Crasher H 60 8 3 21 +7 +2 - Input f+MP within 9 frames of inputting f for attack, knockdown on airborne foes
- H 30 5 4 8 +5 +1 SM,EX,SA,CA -
- H 50 8 4 13 +2 0 SM,EX,SA,CA Knockdown on airborne foes
- H 40 14 10 13 -2 -8 - Knockdown on airborne foes
Baiyuan Sanshou L 70 12 3 26 sweep knockdown -7 - -
- H 30 5 4 8 +5 +1 SM,EX,SA,CA -
- H 50 15 3 22 -4 -7 - Doesn’t combo with LP, knockdown on airborne foes
Divine Impact M 90 16 9 19 knockdown -10 - -
Divine Intervention L 70 13 4 14 +3 0 SM,EX,SA,CA Knockdown on airborne foes
- H 50 6 5 19 -3 -6 - Knockdown on airborne foes
Trickling Stream L 60 15 7 10 +4 +1 SM,EX,SA,CA -
Raging Rapids H 70 13 5 26 floats -9 - -
- H 60 12 4 19 -2 -5 - Knockdown on airborne foes
Slow Power Punch Combo H 80 18 3 27 floats -6 - -
Slow Power Punch to Low Kick L 70 12 2 32 -12 -16 SM,EX,SA,CA -
Slow Power Punch to High Kick H 80 12 4 25 -8 -11 SM,EX,SA,CA Floats airborne foes, forces standing on hit
- H 60 9 3 20 -2 -5 - Stagger (+35) on Counter Hit, slip (+18) on crouching Counter Hit, input MP or HP between frames 3-15 for follow-up attack, knockdown on airborne foes
- H 50 14 4 28 -11 -14 SM,EX,SA,CA Input K or f+P between frames 3-26 for next attack, knockdown on airborne foes
Red Orchid Combo H 90 11 4 31 +6 -15 - Forces standing on hit, knockdown on airborne foes
Mountain Crusher H 50 14 4 28 -1 -12 SM,EX,SA,CA Knockdown on airborne foes
Swift Step - - - - 31 - - - Airborne frames 15-25, input 55 between frames 1-27 to cancel attack into backdash, backdash is 4 frames shorter than normal backdash
Swift Step EX - - - - 32 - - - Armor frames 1-15, airborne frames 16-26, input b,b between frames 1-28 to cancel attack into backdash, backdash is 4 frames shorter than normal backdash
Lashing Arrow H 120 16 10 14 knockdown -9 - Airborne frames 16-29
Lashing Arrow EX H 100 17 10 14 wall bounce -9 - Armor frames 1-16, airborne frames 17-29
Swift Step Explosion M 100 39 8 15 crumples -5 - Airborne frames 15-24, knockdown on airborne foe, input b,b between frames 1-33 to cancel attack into backdash, backdash is 4 frames shorter than normal backdash
Swift Step Explosion EX M 100 40 8 15 crumples -5 - Armor frames 1-15, airborne frames 16-25, knockdown on airborne foe, input b,b between frames 1-34 to cancel attack into backdash, backdash is 4 frames shorter than normal backdash
Rising Kick LK H 130 6 6 44 knockdown -38 - Full body strike invulnerability frames 1-9, Julia’s body is strike invulnerable frame 10, airborne frames 8-40
Rising Kick MK H 80,60 7 1(1)6 36 knockdown -40 - Full body strike invulnerability frames 1-6, airborne frames 7-39, 2nd hit whiffs on crouching foes
Rising Kick HK H 100,60 7 1(1)8 38 knockdown -24 - Airborne frames 7-42
Rising Kick EX H 100,70 7 1(1)6 42 knockdown -26 - Full body invulnerability frames 1-10, airborne frames 7-39
Tiger Strike H 50,100 13 3 28 hard knockdown -9 - Can be Super Charged: 51 frames to perform EX version, 100 frames for Super Art, on hit engages 57 frame cinematic throw
Tiger Strike EX H 80,120 17 3 45 hard knockdown -26 - Can be Super charged: 51 frames to perform Super Art, on hit engages 70 frame cinematic throw
Wind Roll LK - - - - 24 - - - Projectile invulnerability frames 1-15
Wind Roll MK - - - - 25 - - - Projectile invulnerability frames 1-16
Wind Roll HK - - - - 26 - - - Projectile invulnerability frames 1-17
Wind Roll EX - - - - 24 - - - Projectile invulnerability frames 1-17
Tequila Sunrise Elbow Smash 1st M 50 16 7 35 +3 -20 - Input P between frames 12-22 for followup attack, knockdown on airborne foes
Tequila Sunrise Elbow Smash 2nd H 80 25 9 13 knockdown +2 - -
Hunting Tomahawk 1st hit H 60 8 4 33 -3 -13 - Knockdown on airborne foes
Hunting Tomahawk 2nd hit H 100 25 7 23 knockdown -8 - -
Wind Roll Explosion 1st hit L 50 17 2 35 -3 -13 - Knockdown on airborne foes
Wind Roll Explosion 2nd hit H 100 18 7 23 knockdown -8 - -
Iron Mountain Rush H 310 3 3 35 hard knockdown -16 - 68 frame cinematic freeze before attack begins, full body invincibility frames 1-4
Cross Art H 150+ 9 2 46 switch -26 - 63 frame cinematic freeze before attack begins, full body invulnerability frames 1-10

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


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