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Juri's Frame Data Street Fighter X Tekken v2013

Guide last updated on
March 23, 2013 at 3:58 p.m. PDT


Juri'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 3 7 +7 +3 SM,EX,SA,CA Rapid fire cancelable to light normal moves
Far MP H 60 6 4 15 +2 -2.0 SM,EX,SA,CA -
Far HP H 90 11 3 24 -3.0 -8.0 - -
Far LK H 30 5 3 10 +4 0 SM,EX,SA,CA -
Far MK H 60 6 5 17 0 -4.0 - -
Far HK H 90 17 4 21 0 -5 - airborne frames 7-24
Close LP H 30 5 3 7 +7 +3 SM,EX,SA,CA Rapid fire cancelable to light normal moves
Close MP H 60 6 4 18 -1 -5.0 SM,EX,SA,CA -
Close HP H 90 7 4 29 floats -8 SM,EX,SA,CA airborne frames 4-23
Close LK H 30 4 3 8 +6 +2 SM,EX,SA,CA Rapid fire cancelable to light normal moves
Close MK H 30,30 7 3(6)2 24 -5 -9.0 SM,EX,SA,CA airborne frames 1-6
Close HK H 45,45 12 2(2)2 23 0 -5 1st hit SM,EX,SA,CA -
Crouch LP H 30 4 4 8 +5 +1 SM,EX,SA,CA Rapid fire cancelable to light normal moves
Crouch MP H 60 5 6 12 +3 -1.0 SM,EX,SA,CA -
Crouch HP H 75 8 4 23 -2 -7 SM,EX,SA,CA, on hit:jump knockdown on airborne foes
Crouch LK L 30 4 4 8 +5 +1 SM,EX,SA,CA Rapid fire cancelable to light normal moves
Crouch MK L 60 6 2 18 +1 -3 SM,EX,SA,CA -
Crouch HK L 90 9 2 25 hard knockdown -8.0 - -
Jump up LP M 40 5 7 until ground+4f +12 +4 - -
Jump up MP M 70 6 7 until ground+4f +16 +5 - -
Jump up HP M 100 9 4 until ground+4f +20 +8 - -
Jump up LK M 40 6 10 until ground+4f +12 +4 - -
Jump up MK M 70 6 5 until ground+4f +16 +5 - -
Jump up HK M 100 9 4 until ground+4f +20 +8 - -
Jump forward LP M 40 5 11 until ground+4f +12 +4 - -
Jump forward MP M 70 6 6 until ground+4f +16 +5 - Hard knockdown on airborne foes
Jump forward HP M 75 8 4 until ground+4f +20 +8 - Ground bounce on airborne foes
Jump forward LK M 40 6 6 until ground+4f +12 +4 - -
Jump forward MK M 70 6 6 until ground+4f +16 +5 - -
Jump forward HK M 100 7 6 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 13 3 15 hard knockdown - - Similar to Fuhajin, full body invulnerability frames 1-12
Karen Kick throw 130 5 2 20 hard knockdown - - -
Assatsu Kick 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
Sekku M 70 15 2 16 +2 -2 - Airborne frames 7-20
Fuhajin H 60 11 4 18 floats -4 - Hold button to store projectile, release button to fire projectile, last 3 frames of recovery can be canceled into projectile release
Fuhajin LK H 40 12 - 21 +11 +4 - Projectile travels 51 frames across 3/4 screen then disappears
Fuhajin MK H 50 12 - 21 +11 +4 - Airborne frames 4-12, projectile travels 51 frames across 3/4 screen then disappears, knockdown on airborne foes
Fuhajin HK H 60 12 - 21 +11 +4 - Airborne frames 4-12, projectile travels 51 frames across 2/3 screen then disappears, knockdown on airborne foes
Fuhajin EX (LK+MK) H 50,70 14 - 26 knockdown +11 - Projectile travels 47 frames across 3/4 screen then disappears
Fuhajin EX (MK+HK) H 50,70 14 - 24 knockdown +13 - Airborne frames 5-16, projectile travels 45 frames across 3/4 screen then disappears
Fuhajin EX (LK+HK) H 50,70 16 - 26 knockdown +11 - Airborne frames 5-16, projectile travels 45 frames across 2/3 screen then disappears
Shikusen LK H 40 15 until ground until ground+15f knockdown -3 2nd impact -
Shikusen MK H 40 15 until ground until ground+15f knockdown -3 2nd impact -
Shikusen HK - 40 15 until ground until ground+15f knockdown -3 2nd impact -
Shikusen EX - 50,25x2,60 15 until ground until ground+14f wall bounce -20 - -
2nd Impact H 20,20 10 4(5)3 until ground+20f knockdown -6 3rd strike -
3rd Strike H 80 21 3 until ground+10f knockdown -13 - -
Kasatuchi LP counter - - - 48 - - - Full body strike counter frames 1-32
Kasatuchi MP counter - - - 48 - - - Full body strike counter frames 1-32
Kasatuchi HP counter - - - 48 - - - Full body strike counter frames 1-32
Kasatuchi EX counter - - - 49 - - - Full body strike counter frames 1-33
Senpusha LK H 60,40 10 3(1)4 22 0 -5 - Can be Super Charged: 51 frames to perform EX version, 100 frames for Super Art, airborne frames 10-20
Senpusha MK H 45,25x3 12 3(1)4(5)4(1)4 20 floats -10 - Can be Super Charged: 51 frames to perform EX version, 100 frames for Super Art, airborne frames 12-37
Senpusha HK H 50,30x3 17 3(1)4(5)4(1)5 26 floats -15 - Can be Super Charged: 51 frames to perform EX version, 100 frames for Super Art, airborne frames 17-42
Senpusha EX H 12x5,20 10 3(1)4(3)6(1) 3(4)6(1)3 31 floats -18 - Can be Super Charged: 51 frames to perform Super Art, full body invulnerability frames 1-14, projectile invulnerability frames 15-50, airborne frames 11-50
Kaisen Dankairaku L,L,H 300 13 4(1)6(1)4(1)3(1) 2(5)4(4)4(6)4 75 hard knockdown -79 - 69 frame cinematic freeze before attack begins, full body invulnerability frames 1-18, airborne frames 106-187
Cross Art H 150+ 9 2 67 switch -47 - 71 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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