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King's Frame Data Street Fighter X Tekken v2013

Guide last updated on
March 23, 2013 at 5:21 p.m. PDT


King'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 2 9 +6 +2 SM,EX,SA,CA -
Far MP H 70 6 3 17 +1 -3 SM,EX,SA,CA -
Far HP H 100 15 2 21 +2 -3 - -
Far LK L 30 6 3 11 +3 -1 - -
Far MK H 70 8 3 15 +3 -1 - -
Far HK H 110 12 4 25 -4 -9 - Airborne frames 5-22
Close LP H 30 4 3 10 +4 0 SM,EX,SA,CA -
Close MP H 65 6 4 14 +5 -1 SM,EX,SA,CA forces standing
Close HP H 100 8 5 23 -3 -8 SM,EX,SA,CA -
Close LK H 30 5 3 10 +4 0 - -
Close MK H 70 7 3 18 0 -4 SM,EX,SA,CA -
Close HK H 90 7 3 20 +2 -3 - -
Crouch LP H 30 4 2 8 +7 +3 SM,EX,SA,CA -
Crouch MP H 60 6 3 13 +5 +1 SM,EX,SA,CA -
Crouch HP H 90 7 6 18 +2 -4 SM,EX,SA,CA forces standing; from chest upwards invincible to air attacks
Crouch LK H 30 5 3 11 +3 -1 SM,EX,SA,CA -
Crouch MK H 60 7 3 18 0 -4 SM,EX,SA,CA -
Crouch HK H 90 12 3 31 sweep knockdown -14 - Airborne frames 6-16
Jump up LP M 40 4 6 until ground+4f +12 +4 - -
Jump up MP M 70 6 4 until ground+4f +16 +5 - -
Jump up HP M 100 7 4 until ground+4f +20 +8 - -
Jump up LK M 40 5 9 until ground+4f +12 +4 - -
Jump up MK M 70 7 10 until ground+4f +16 +5 - -
Jump up HK M 100 7 2 until ground+4f +20 +8 - -
Jump forward LP M 40 5 7 until ground+4f +12 +4 - -
Jump forward MP M 70 6 14 until ground+4f +16 +5 - -
Jump forward HP M 100 8 8 until ground+4f +20 +8 - -
Jump forward LK M 40 5 7 until ground+4f +12 +4 - -
Jump forward MK M 70 6 4 until ground+4f +16 +5 - -
Jump forward HK M 100 7 12 until ground+4f +20 +8 - -
Other, Special Moves, Super & Cross Art
Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel Notes
Jumping Knee Lift H 100 10 2 19 floats -4 - Airborne frames 5-15, input MK during pre-jump frames 1-3
Disgraceful Kick H 90 15 2 21 -1 -6 - Crumples on Counter Hit, knockdown on airborne foes
Shoulder Tackle H 110 22 3 25 hard knockdown -6 - Armor frames 1-24, wall bounce on Counter Hit
Moonsault Body Press unblockable 110 50 8 64 hard knockdown - - Airborne frames 39-57
- H 60 4 2 15 +4 +1 - Knockdown on airborne foes
- H 60 6 2 16 +3 0 - Knockdown on airborne foes
Rolling Elbow Rush M 80 12 2 22 +9 -4 - Ground bounce on Counter Hit, knockdown on airborne foes
Mid-Air Leg Screw counter 170 - - 53 hard knockdown - - Counters air attacks frames 1-17
Leg Screw counter 220 - - 53 hard knockdown - - Counters high and mid standing attacks frames 1-17
Running Jaguar Bomb LP throw 150 6 2 27 hard knockdown - - invincible against air attacks
Running Jaguar Bomb MP throw 170 14 2 31 hard knockdown - - -
Running Jaguar Bomb HP throw 180 16 2 39 hard knockdown - - -
Running Jaguar Bomb EX throw 200 10 2 24 hard knockdown - - full body strike invulnerability frames 1-14
Konvict Kick LK H 50 12 3 16 +3 -2 - Input K within 15 frames of connecting for DDT, K input during any frames of startup will prevent DDT from executing
Konvict Kick MK H 60 14 3 20 -1 -6 - Input K within 15 frames of connecting for DDT, K input during any frames of startup will prevent DDT from executing
Konvict Kick HK H 70 16 3 23 -4 -9 - Input K within 15 frames of connecting for DDT, K input during any frames of startup will prevent DDT from executing
Konvict Kick EX H 100 11 3 11 +12 +3 - Input K within 15 frames of connecting for DDT, K input during any frames of startup will prevent DDT from executing
DDT hit throw 120 - - - hard knockdown - - -
Giant Swing LP standing throw 280 18 2 33 hard knockdown - - -
Giant Swing MP standing throw 250 18 2 39 hard knockdown - - -
Giant Swing HP standing throw 230 18 2 39 hard knockdown - - -
Giant Swing EX standing throw 250 19 2 32 hard knockdown - - Full body strike invulnerability frames 1-20
Tomahawk LK crouching throw 250 18 2 24 hard knockdown - - -
Tomahawk MK crouching throw 230 18 2 27 hard knockdown - - -
Tomahawk HK crouching throw 210 18 2 30 hard knockdown - - -
Tomahawk EX crouching throw 230 19 2 23 hard knockdown - - Full body strike invulnerability frames 1-20
Reverse Arm Slam Combo H 60,120 17 5 23 hard knockdown -11 - Can be Super Charged: 51 frames for EX version, 100 frames for Super Art
Reverse Arm Slam Combo EX H 60,40,120 13 5 23 hard knockdown -11 - Can be Super Charged 51 frames for Super Art, full body invulnerability frames 3-12
Jaguar Step - - - - 33 - - - Full body invulnerability frames 7-27, follow-up inputs taken frames 8-27, Special Move performed on frame 28
Lariat H 100 15 3 23 +7 -9 EX, SA Full body invulnerability frames 1-8
High Elbow Drop M 80 24 3 24 ground bounce -10 - Full body invulnerability frames 1-10, airborne frames 1-26
Water Surface Kick L 140 24 3 25 hard knockdown -11 - Full body invulnerability frames 1-10
Wonderful Mexican Special Combo H 300 12/26 5 22 hard knockdown -10 - 63 frame cinematic freeze before attack begins, full body invulnerability frames, 14 frames or less of running during startup, full body invulnerability frames 1-10 of close proximity strike
Muscle Buster - 338 - - - hard knockdown - - -
Cross Art H 150+ 9 2 31 switch -10 - 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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