Ken's Frame Data Street Fighter X Tekken v2013

Guide last updated on
March 23, 2013 at 4 p.m. PDT


Ken'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 4 7 +6 +2 SM,EX,SA,CA -
Far MP H 60 6 5 9 +7 +3 - -
Far HP H 90 11 3 23 -1 -6 - -
Far LK H 30 4 3 11 +3 -1 - -
Far MK H 60 7 3 18 0 -4 - -
Far HK H 90 11 3 22 0 -5 - Causes crumple on Counter Hit
Close LP H 30 4 2 10 +5 +1 SM,EX,SA,CA Rapid fire cancelable into light attacks
Close MP H 60 7 3 23 -5 -9 SM,EX,SA,CA -
Close HP H 90 5 3 24 -1 -7 SM,EX,SA,CA -
Close LK H 30 6 2 12 +4 -1 SM,EX,SA,CA Rapid fire cancelable into light attacks
Close MK H 60 8 3 9 +7 +4 SM,EX,SA,CA -
Close HK H 90 8 3 26 -3 -8 SM,EX,SA,CA -
Crouch LP H 30 4 3 9 +3 -1 SM,EX,SA,CA Rapid fire cancelable into light attacks
Crouch MP H 60 6 5 11 +4 0 SM,EX,SA,CA -
Crouch HP H 90 6 5 25 -4 -10 SM,EX,SA,CA -
Crouch LK L 30 3 4 11 +2 -2 SM,EX,SA,CA Rapid fire cancelable into light attacks
Crouch MK L 60 5 4 17 -1 -5 SM,EX,SA,CA -
Crouch HK L 90 8 3 21 sweep -4 - sweep knockdown
Jump up LP M 40 7 9 until ground+4f +12 +3 - -
Jump up MP M 70 6 4 until ground+4f +16 +5 - -
Jump up HP M 100 8 4 until ground+4f +20 +8 - -
Jump up LK M 40 7 10 until ground+4f +13 +4 - -
Jump up MK M 70 7 7 until ground+4f +16 +5 - -
Jump up HK M 100 7 2 until ground+4f +20 +8 - -
Jump forward LP M 40 8 8 until ground+4f +12 +4 - -
Jump forward MP M 70 5 6 until ground+4f +16 +5 - -
Jump forward HP M 100 6 4 until ground+4f +20 +8 - -
Jump forward LK M 40 5 8 until ground+4f +12 +4 - -
Jump forward MK M 70 7 4 until ground+4f +16 +5 - -
Jump forward HK M 100 6 6 until ground+4f +20 +8 - -
Launcher H 100 13 2 53 switch -34 - Crushes crouching attacks, on hit floats target while switching in partner
Cross Cancel H 40x3 5 16 42 knockdown -32 - Looks like EX Shoryuken, invulnerable frames 1-6
Shoulder Throw throw 130 5 2 20 hard knockdown - - -
Hell Wheel throw 130 5 2 20 hard knockdown - - -
Knee Bash throw 140 5 2 20 hard knockdown - - -
Other, Special Moves, Super & Cross Art
Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel Notes
Inazuma Kick M 60 15 2 18 +2 -4 - Ground bounce on airborne foe or on Counter Hit against crouching foe
Forward Step Kick H 80 11 5 14 +2 -2 - -
Thunder Kick M 100 21 2 24 0 -6 - Ground bounce on airborne foe or on Counter Hit against crouching foe
Thunder Kick (feint) - - - - 27 - - SM,EX,SA,CA -
Target Combo H 90 5 3 24 +3 -4 SM,EX,SA,CA -
Hadoken H 60 15 - 34 0 -5 - Projectile has 1 hit point
Hadoken EX H 90 15.0 - 34 +5 -1 - Projectile has 2 hit points
Tatsumaki Senpukyaku LK H 50,30 7 1(4)2(6)2 17 -2 -5 - Lower body projectile invulnerability frames 7-32, can be Super Charged: 51 frames to perform EX version, 100 frames for Super Art
Tatsumaki Senpukyaku MK H 40,20,20,20 7 2(5)2(5)1(5)2(5)2(5)1 23 0 -3 - Lower body projectile invulnerability frames 9-55, can be Super Charged: 51 frames to perform EX version, 100 frames for Super Art
Tatsumaki Senpukyaku HK H 40,20,20,20,20 7 2(6)1(5)1(5)1(5) 1(5)1(5)2(5)2 24 -1 -4 - Lower body projectile invulnerability frames 7-63, can be Super Charged: 51 frames to perform EX version, 100 frames for Super Art
Tatsumaki Senpukyaku EX H 125 7.0 2(4)1(3)1(4)1(4) 1(2)1(4)1(3)1 25 +5 0 - Lower body projectile invulnerability frames 8-48, can be Super Charged 51 frames for Super Art
Tatsumaki Senpukyaku LK (air) H 50 per hit 9 1(6)2(6)2(5)2 until ground+10f 10.0 5.0 - -
Tatsumaki Senpukyaku MK (air) H 60 per hit 8 1(3)2(3)2(3)1(4)1 until ground+10f 10.0 5 - -
Tatsumaki Senpukyaku HK (air) H 70 per hit 8.0 1(2)1(3)1(2)1 (3)1(3)1(2)1 until ground+10f 10.0 5 - -
Tatsumaki Senpukyaku EX (air) H 60 per hit 7.0 1(2)1(2)1(2)1(2) 1(2)1(1)1 until ground+3f +25 17 - -
Shoryuken LP H 70(50) 4 11 23 knockdown -12 - Lower body invulnerable 1-6F , airborne frames 7+
Shoryuken MP H 80,50 5 14 39 knockdown -37.0 - Full body invulnerable frames 1-7, lower body invulnerable frame 8, airborne frames 9+; -40 against crouching
Shoryuken HP H 80,30,20 3 16 40 knockdown -30 - Full body invulnerable frames 1-3, lower body invulnerable frames 4-6, airborne frames 7+
Shoryuken EX H 100,40,30,10 3 16 51 hard knockdown -39.0 - Full body invulnerable frames 1-10, airborne frames 8+
Shippu Jinraikyaku H 340 2 4(16)2(12)2 (10)2(20)2 38 hard knockdown -19 - 60 frame cinematic + 12 frame freeze before attack begins, knocks down, invulnerable first 3 frames
Cross Art H 150+ 9.0 2(15)2(16)2 42 switch -23 - 59 frame cinematic + 4 frame freeze before attack begins, invulnerable first 9 frames

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


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