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Marduk's Frame Data Street Fighter X Tekken v2013

Guide last updated on
March 23, 2013 at 5:33 p.m. PDT


Marduk'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 40 7 3 9 +5 +1 SM,EX,SA,CA -
Far MP H 70 9 4 16 +1 -3 SM,EX,SA,CA -
Far HP H 100 12 6 19 0 -5 - -
Far LK H 40 7 3 10 +4 0 SM,EX,SA,CA -
Far MK H 70 11 4 17 0 -4 - -
Far HK H 100 19 4 17 +4 -1 - -
Close LP H 70 4 5 10 +3 -2 SM,EX,SA,CA forces standing
Close MP H 40 6 3 12 +6 +2 SM,EX,SA,CA -
Close HP H 100 14 4 20 +1 -4 SM,EX,SA,CA -
Close LK H 40 4 2 12 +3 -1 SM,EX,SA,CA -
Close MK H 70 10 4 17 0 -4 SM,EX,SA,CA -
Close HK H 100 14 4 17 +1 -1 SM,EX,SA,CA -
Crouch LP H 40 5 2 9 +6 +2 SM,EX,SA,CA -
Crouch MP H 70 6 3 14 +4 0 SM,EX,SA,CA -
Crouch HP H 100 10 4 22 knockdown -6 SM,EX,SA,CA -
Crouch LK L 40 5 3 11 +3 -1 SM,EX,SA,CA -
Crouch MK L 70 10 4 17 0 -6 - -
Crouch HK L 100 14 4 52 sweep knockdown -37 SM,EX,SA,CA -
Jump LP M 50 6 4 until ground+4f +12 +4 - -
Jump Up MP M 80 8 6 until ground+4f +16 +5 - -
Jump Up HP M 110 14 4 until ground+4f +20 +8 - -
Jump LK M 50 8 4 until ground+4f +12 +4 - -
Jump Up MK M 80 10 9 until ground+4f +16 +5 - -
Jump Up HK M 110 13 6 until ground+4f ground bounce +8 - -
Jump Forward MP M 80 10.0 4.0 until ground+4f +16 +5 - -
Jump Forward HP M 110 15.0 8.0 until ground+4f +20 +8 - -
Jump Forward MK M 80 11.0 6.0 until ground+4f +16 +5 - -
Jump Forward HK M 100.0 14.0 6.0 until ground+4f ground bounce +8 - -
Launcher H 100.0 13.0 2.0 54.0 switch,float -34.0 - Crushes crouching attacks, launches opponent while switching characters
Cross Cancel H 130.0 13.0 3.0 38.0 hard knockdown -9.0 - Similar to Spinning Backfist, full body invulnerability frames 1-15
Knee Breaker throw 150.0 5.0 2.0 20.0 hard knockdown - - -
Around the World throw 150.0 5.0 2.0 20.0 hard knockdown - - -
Other, Special Moves, Super & Cross Art
Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel Notes
Mongolian Chop M 100.0 23.0 3.0 21.0 +8 -1.0 - forces standing
Spinning Backfist H 100 30 3 30 +5 -6 - Full body armor frames 1-29, +8 on Counter Hit, backturn on hit
Wake Up Hammer H 120 19 4 25 +2 -11 - Full body invulnerability frames 1-10, +5 on standing Counter Hit, forces standing on hit
Wake Up Sweep L 110 18 2 32 sweep knockdown -16 - Full body invulnerability frames 1-10
- H 40 7 3 10 +4 0 SM,EX,SA,CA Input MK between frames 9-14 for follow-up attack
Revolving Trap Kick H 50 12 4 13 0 -2 SM,EX,SA,CA -
- H 70 9 4 16 +1 -2 SM,EX,SA,CA Far from opponent only
Jab Body Combo H 40 7 3 14 0 -2 SM,EX,SA,CA Far from opponent only, knockdown on airborne foe
Left Right Combo H 40 10 6 28 -15 -18 - Far from opponent only, knockdown on airborne foe
- H 40 12 4 21 -8 -10 BC, LA Far from opponent only, input MP HP between frames 1-20 for follow-up attack
Left Right to Gut Check H 100 8 5 27 hard knockdown -14 - Far from opponent only
Left Right to Power Elbow H 30 9 3 13 +1 -4 - Far from opponent only, knockdown on airborne foe
Craig Rush H 70 7 3 20 knockdown -5 - Far from opponent only
- H 100 12 6 19 0 -5 - Far from opponent only
Quick Elbow Combo H 30 9 3 13 +1 -5 SM,EX,SA,CA Far from opponent only, knockdown on airborne foe
Catapult Tackle Combo H 70 7 3 20 knockdown -5 - Far from opponent only
Gator Slam LP throw 150 6 4 37 hard knockdown - - Crushes airborne attacks frames 1-9
Gator Slam MP throw 160 5 4 37 hard knockdown - - -
Gator Slam HP throw 180 9 4 37 hard knockdown - - -
Gator Slam EX throw 200 6 4 35 hard knockdown - - Crushes airborne attacks frames 1-10
Northern Lights Suplex LP throw 160 4 2 38 hard knockdown - - -
Northern Lights Suplex MP throw 170 4 2 38 hard knockdown - - -
Northern Lights Suplex HP throw 180 4 2 38 hard knockdown - - -
Northern Lights Suplex EX throw 240 5 2 38 hard knockdown - - Full body invulnerability frames 1-4
Double Leg Takedown H 30 8 3 47 hard knockdown -31 P, K Can be Super Charged: 51 frames to perform EX version, 100 frames for Super Art, whiffs vs airborne foes, airborne frames 8-17, input P/K between frames 9-42 for follow-up attack
Mount Mongolian Chop - 110 - - - hard knockdown - - -
Hercules Hammer - 160 - - - hard knockdown - - -
Double Leg Takedown EX H 140 9 3 64 wall bounce -48 - Can be Super charged: 51 frames to perform Super Art, only hits grounded and ground bounced opponents, airborne frames 9-18
Mount Rush H 350 4 3 110 hard knockdown -96 - 72 frame cinematic freeze before attack begins, full body invulnerability frames 1-5, airborne frames 4-15
Cross Art H 150+ 9 2(21)2(23)2 34 switch -15 - 65 frame cinematic freeze before attack begins, full body invulnerability frames 1-10

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


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