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


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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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