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Law's Frame Data Street Fighter X Tekken v2013

Guide last updated on
March 23, 2013 at 5:25 p.m. PDT


Law'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 11 +3 -1 SM,EX,SA,CA -
Far MP H 60 14 2 15 +4 0 SM,EX,SA,CA -
Far HP H 90 11 2 27 -4 -9 SM,EX,SA,CA Crumple on standing Counter Hit
Far LK H 30 6 3 10 +4 0 - -
Far MK H 60 8 3 18 0 -4 - -
Far HK H 90 13 4 23 -2 -7 - -
Close LP H 30 4 3 8 +6 +2 SM,EX,SA,CA -
Close MP H 60 6 3 11 +7 +3 SM,EX,SA,CA -
Close HP H 90 9 3 25 -2 -8 SM,EX,SA,CA forces standing
Close LK H 30 5 3 10 +4 0 - -
Close MK H 60 8 2 15 +4 0 SM,EX,SA,CA -
Close HK H 90 8 2 17 +7 +1 - forces standing
Crouch LP H 30 4 3 8 +6 +2 SM,EX,SA,CA -
Crouch MP H 60 5 4 11 +6 +3 SM,EX,SA,CA -
Crouch HP H 80 7 4 31 -9 -15 SM,EX,SA,CA forces standing
Crouch LK L 30 5 3 9 +5 +1 SM,EX,SA,CA -
Crouch MK L 60 8 4 12 +5 +1 SM,EX,SA,CA -
Crouch HK L 90 11 4 30 sweep knockdown -14 - -
Jump LP M 40 5 3 until ground+4f +12 +4 - -
Jump MP M 70 5 5 until ground+4f +16 +5 - Knockdown on airborne foes
Jump HP M 120 14 4 until ground+4f +20 +8 - -
Jump LK M 40 6 8 until ground+4f +12 +4 - -
Jump MK M 70 7 8 until ground+4f +16 +5 - -
Jump HK M 100 8 10 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 14 7 22 hard knockdown -7 - Similar to Somersault Kick, full body invulnerability frames 1-15
Dragon's Fire 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
Run Up to Drop throw 130 5 2 20 hard knockdown - - -
Shin Crusher L 40 17 2 18 +1 -2 SM,EX,SA,CA Forces standing on hit
Slide Kick L 60 16 10 14 +1 -5 - Full body projectile invulnerability frames 15-30
Dragon's Tail L 60 13 2 23 hard knockdown -8 SM,EX,SA,CA -
Dragon Hammer M 60 20 2 22 +5 -3 - Ground bounce on Counter Hit
Machine Gun Arrow 1st hit H 30 4 3 11 +6 +2 SM,EX,SA,CA Can transition to Left Right Combo
Machine Gun Arrow 2nd hit H 30 6 3 17 0 -2 - Can transition to Left Right Combo
Machine Gun Arrow 3rd hit H 30 6 3 17 0 -2 - Can transition to Left Right Combo
Machine Gun Arrow 4th hit H 30 6 3 17 0 -2 - -
Machine Gun Arrow 5th hit H 30 6 3 17 0 -2 - -
Machine Gun Arrow 6th hit H 30 6 3 17 0 -2 - -
Left Right Combo H 30 6 3 16 +1 -1 SM,EX,SA,CA -
Left Right to Knee H 30 5 7 14 knockdown -6 - -
- H 60 14 2 23 -4 -7 - -
Left Right Dragon Fist Combo H 40 12 2 29 ground bounce -13 - -
Left Right Blazing Fist Combo H 40 10 3 25 +3 -10 - Backturn on hit
- H 50 9 2 23 -2 -5 - -
Knuckle Rush H 40 12 2 29 ground bounce -13 - -
- H 60 12 2 20 -1 -4 - -
Junkyard Kick H 60 12 2 25 floats -7 - -
Dragon Rush Combo L 60 12 2 25 hard knockdown -8 SM,EX,SA,CA -
Somersault Kick LK H 70 8 7 22 knockdown -7 - Airborne frames 13-28, invincible against air attacks 1-9F
Somersault Kick MK H 70 8 7 20 knockdown -5 - Airborne frames 13-28, invincible against air attacks 1-9F
Somersault Kick HK H 70 8 7 20 knockdown -5 - Airborne frames 13-28
Somersault Kick EX H(H)(M) 120(60) 16 13(15)14 38 knockdown -60 - Airborne frames 14-95, full body invulnerability frames 1-18, knockdown state frame 96
Backflipper H 70 5 10 25 knockdown -13 - Airborne frames 3-26
Fury Fist Rush LP H 20,10x2,5x6,20 16 4 27 floats -5 - -
Fury Fist Rush MP H 20,10x3,5x4,20 16 4 27 ground bounce -5 - -
Fury Fist Rush HP H 20,10x8,20 16 4 27 hard knockdown -5 - -
Fury Fist Rush EX H 20,10x8,20 17 4 27 wall bounce -5 - Full body invulnerability frames 1-16
Shaolin Spin Kicks H 40x3 17 2(12)2(14)2 21 +2 -1 - Can be Super Charged: 51 frames for EX version or 100 frames for Super Arts
Shaolin Spin Kicks EX H 20x3,60 12 2(12)2(14)2(35)2 18 wall bounce -3 - Can be Super Charged: 51 frames for Super Arts, Super Charge has full body invulnerability frames 1-20, attack has full body invulnerability frames 1-2, full body projectile invulnerability frames 3-87, airborne frames 59-77
Dragon Charge - - - - 93 - - P, f+P, K Input follow-ups between frames 3-60, follow-ups execute after frame 12
Dragon Charge EX - - - - 93 - - P, f+P, K Input follow-ups from frames 3-60, follow-ups execute after frame 12, armor frames 1-65, input f,f or b,b to cancel into dash
Cloud Gates M 60 16 2 34 ground bounce -10 - -
Dragon's Flight H 110 17 9 21 hard knockdown -8 - Full body projectile invulnerability frames 1-33, crushes airborne attacks frames 19-29, airborne frames 14-33
Dragon Knuckle H 70 11 15 41 -25 -24 - Inputs P /K between frames 11-40 for follow-up attacks, floats airborne opponents
Dragon Knuckle(EX dragon Charge) H 70 11 15 29 crumple -12 - Inputs P /K between frames 11-40 for follow-up attacks, floats airborne opponents
Dragon Knuckle Combo H 130 15 4 43 knockdown -17 - -
Dragon Knuckle Flight H 100 16 9 34 knockdown, wall bounce -21 - Airborne frames 11-30
Junkyard Soul H 20,20,30, 260 8 2(12)2(14)2 50 hard knockdown -35 - 62 frame cinematic freeze before attack begins, full body invulnerability frames 1-7
Cross Art H,M,H 150+ 8 2(21)2(20)4 45 switch -47 - 66 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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