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Kazuya's Frame Data Street Fighter X Tekken v2013

Guide last updated on
March 23, 2013 at 5:19 p.m. PDT


Kazuya'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 4 3 8 +6 +2 SM,EX,SA,CA -
Far\Close MP H 60 5 4 11 +6 +2 SM,EX,SA,CA -
Far\Close HP H 90 10 4 17 +4 -1 SM,EX,SA,CA -
Far\Close LK H 30 5 2 9 +6 +2 - -
Far\Close MK H 30,40 4 4 21 -2 -6 1st hit SM,EX,SA,CA -
Far\Close HK H 90 12 4 19 +2 -3 - -
Crouch LP H 30 4 3 8 +6 +2 SM,EX,SA,CA -
Crouch MP H 60 5 3 9 +9 +5 SM,EX,SA,CA -
Crouch HP H 90 6 4 23 -1 -7 SM,EX,SA,CA forces standing; Arm invulnerable to air attacks 8-9F
Crouch LK L 30 5 3 8 +6 +2 SM,EX,SA,CA -
Crouch MK L 60 6 5 13 +3 -1 SM,EX,SA,CA -
Crouch HK L 90 6 3 23 sweep knockdown -6 - -
Jump LP M 40 4 4 until ground+4f +12 +4 - -
Jump MP M 70 5 5 until ground+4f +16 +5 - -
Jump HP M 100 7 5 until ground+4f +20 +8 - -
Jump LK M 40 4 5 until ground+4f +12 +4 - -
Jump MK M 70 6 3 until ground+4f +16 +5 - -
Jump HK M 100 7 8 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 7 2 19 hard knockdown +1 - Similar to EX Rising Uppercut, full body invulnerability frames 1-8
Double Face Kick throw 130 5 2 20 hard knockdown - - -
Skull Smash 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
Left Splits Kick M 80 20 5 18 0 -5 - Forces standing on hit, ground bounce on crouching Counter Hit, hard knockdown on airborne foes
Right Splits Kick M 70 16 2 20 +1 -4 - Forces standing on hit, ground bounce on crouching Counter Hit and on airborne foes
Oni Front Kick M 110 17 3 26 hard knockdown -11 - Crumples on crouching Counter Hit
- H 30 8 3 11 +3 -1 - Knockdown on airborne foes
Flash Punch Combo H 100 9 4 28 hard knockdown -14 - Knockdown on airborne foes
Left Right Combo H 60 8 4 15 -2 -4 SM,EX,SA,CA Knockdown on airborne foes, visually identical to standing MP
Demon Slayer H 100 11 4 17 17 -3 - Doesn’t combo with rest of string, stagger on hit, knockdown on airborne foes
Twin Fang Stature Smash L 50 10 3 19 -5 -7 BC Knockdown on airborne foes
Twin Fang Double Kick M 100 11 3 23 hard knockdown -8 - -
- H 30 8 3 11 +1 -1 BC Knockdown on airborne foes
Agony Spear H 60 9 4 21 -2 -7 SM,EX,SA,CA Forces standing on hit, knockdown on airborne foes
- H 50 12 3 16 -2 -4 - Knockdown on airborne foes
- H 50 11 3 17 -3 -5 - Knockdown on airborne foes
- L 60 11 4 16 -3 -5 - Knockdown on airborne foes
Demon's Wrath M 100 13 4 20 hard knockdown -6 - Knockdown on airborne foes
Reign of Terror L 80 10 2 30 hard knockdown -14 - -
- L 50 8 3 25 -11 -13 - Slip (+13) on crouching Counter Hit, knockdown on airborne foes
- H 40 13 4 19 -6 -8 - Knockdown on airborne foes
Rampaging Demon H 100 19 5 28 hard knockdown -15 - Doesn’t combo with rest of string
Rising Sun LK H 60 17 2 21 +2 -1 - Lower body projectile invulnerability and airborne frames 4-23
Rising Sun MK H,L
60,20 18 2(14)2 31 knockdown -11 - Lower body projectile invulnerability and airborne frames 5-24
Rising Sun HK H,L,L 60,20,20 22 2(14)2(12)2 25 knockdown -5 - Lower body projectile invulnerability and airborne frames 8-28
Rising Sun EX H,L,L 60,20,20 23 2(14)2(12)2 37 knockdown -17 - Full body invulnerability frames 1-8, projectile invulnerability and airborne frames 9-29
Roundhouse to Triple Spin Kick M 50 15 3 38 knockdown -19 - Input K between frames 29-52 of HK or EX Rising Sun
Sweep L 50 16 2 35 knockdown -15 - Input d+HK between frames 29-52 during EX Rising Sun
Slaughter Hook H,M 30,60 10 4(12)3 25,29 on wiff ground bounce -13 - Second hit only activates on hit or block
Slaughter Hook EX H,M 80,30 11 4(12)3 21,29 on wiff ground bounce -13 - Second hit only activates on hit or block
Slaughter High Kick H 60,70 10 4(16)4 28,29 on wiff -3 -6 - Second hit only activates on hit or block
Slaughter High Kick EX H 80,70 11 4(16)4 28,29 on wiff -3 -6 - Strike invulnerability frames 1-10, second hit only activates on hit or block
Devastator H 60,100 10 4(9)4 20,29 on wiff hard knockdown -6 - Second hit only activates on hit or block
Devastator EX H 80,100 11 4(9)4 20,29 on wiff hard knockdown -6 - Strike invulnerability frames 1-10, second hit only activates on hit or block
Demon God Fist LP H 120 16 2 31 hard knockdown -11 - Can be Super Charged: 51 frames for EX version, 100 frames for Super Arts, upper body armor frames 8-9, hits count as projectiles, crumples on Counter Hit
Demon God Fist MP H 120 19 2 31 hard knockdown -11 - Can be Super Charged: 51 frames for EX version, 100 frames for Super Arts, upper body armor frames 11-12, hits count as projectiles, crumples on Counter Hit
Demon God Fist HP H 120 22 2 31 hard knockdown -11 - Can be Super Charged: 51 frames for EX version, 100 frames for Super Arts, upper body armor frames 11-12, hits count as projectiles, crumples on Counter Hit
Demon God Fist EX H 80,120 20 2(45)12 31 hard knockdown -23 - Can be Super Charged 51 frames for Super Arts, full body armor frames 3-21, hits count as projectiles
Mist Step - - - - 34 - - - Upper body projectile invulnerability and crushes jumping attacks frames 1-32
Rising Uppercut H 70 9 2 21 floats -1 - Upper body invulnerability frames 1-10
Electric Wind God Fist H 100 7 2 19 floats -1 - Input has to be frame perfect
Rising Uppercut EX H 100 7 2 19 floats +1 - Upper body invulnerability and lower body crushes standing and jumping attacks frames 1-8
Dragon Uppercut H 100 5 11 34 knockdown -23 - Upper body invulnerability frames 1-4, lower body crushes standing and jumping attacks frames 1-4, crushes jumping attacks frames 5-15
Dragon Uppercut to Middle Kick M 80 12 3 41 knockdown -22 - -
Dragon Uppercut to Spin Low Kick L 70 9 3 28 knockdown -9 - -
Spinning Demon L 70 12 2 37 hard knockdown -17 - -
Spinning Demon EX L 70 12 2 37 hard knockdown -17 - Full body invulnerability frames 1-11
Spinning Demon > Spinning Demon L 70 15 2 37 hard knockdown -17 - -
Spinning Demon > Spinning Demon Hook M 100 14 4 47 hard knockdown -29 - -
Devil Beam H 80,90,60,100 8 2(17)2(14)2 45 hard knockdown -25 - 64 frame cinematic freeze before attack begins, full body invulnerability frames 1-7, hits count as projectile
Cross Art H 150+ 9 3 45 switch -26 - 66 frame cinematic freeze before attack begins, full body invulnerability frames 1-11

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


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