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


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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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