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Nina's Frame Data Street Fighter X Tekken v2013

Guide last updated on
March 23, 2013 at 5:34 p.m. PDT


Nina'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\Close LP H 30 3 4 8 +5 +1 SM,EX,SA,CA -
Far\Close MP H 60 5 3 11 +7 +3 SM,EX,SA,CA -
Far\Close HP H 90 11 5 21 0 -6 - Forces standing
Far\Close LK H 30 6 4 10 +3 -1 SM,EX,SA,CA -
Far\Close MK H 60 6 4 15 +2 -2 SM,EX,SA,CA -
Far\Close HK H 90 12 5 20 +1 -5 - -
Crouch LP H 30 4 3 9 +5 +1 SM,EX,SA,CA -
Crouch MP H 60 6 4 13 +4 0 SM,EX,SA,CA -
Crouch HP H 80 5 6 17 +3 -3 SM,EX,SA,CA Forces standing
Crouch LK L 30 4 5 11 +1 -3 SM,EX,SA,CA -
Crouch MK L 60 6 4 15 +2 -2 SM,EX,SA,CA -
Crouch HK L 90 7 5 23 sweep knockdown -7 - -
Jump LP M 40 4 7 until ground+4f +12 +4 - -
Jump MP M 70 6 4 until ground+4f +16 +5 - -
Jump HP M 100 8 4 until ground+4f +20 +8 - -
Jump LK M 40 5 6 until ground+4f +12 +4 - -
Jump MK M 70 8 8 until ground+4f +16 +5 - -
Jump HK M 100 7 6 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 15 6 18 hard knockdown -6 - Similar to HK Geyser Cannon, full body invulnerability frames 1-16
Arm Grab Flip throw 130 5 2 20 hard knockdown - - -
Over the Back Toss 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
Ivory Cutter M 50,50 15 2(10)2 15 +2 -2 - 1st hit knock down on Counter Hit, 2nd hit ground bounces on Counter Hit and on airborne foe
- H 30 3 3 8 +5 +1 SM,EX,SA,CA -
Left Right Combo H 60 8 8 14 +4 0 SM,EX,SA,CA Causes Slip (+24) on crouching Counter Hit
Left Right Combo to Spider Knee H 70 10 10 16 knockdown -5 SM,EX,SA,CA -
Bermuda Triangle H 80 12 12 25 +5 -13 - Knockdown on airborne foes
- H 50 7 7 14 -3 -3 BC,LA -
Biting Snake L 70 9 9 22 sweep knockdown -9 BC,LA Knockdown on airborne foes
- H 60 6 4 10 +2 -2 SM,EX,SA,CA -
High to Spin Low Kick L 40 10 5 10 +4 -4 BC,LA Knockdown on airborne foes
Blonde to Uppercut H 50 10 6 15 floats -3 SM,EX,SA,CA -
Blonde to High Kick H 60 10 4 20 +1 -7 BC,LA,Rolling Dash Knockdown on airborne foes
- H 50 6 3 14 0 -3 - Forces standing on hit, knockdown on airborne foes
- H 50 9 4 10 +4 -1 - Knockdown on airborne foes
- H 50 8 4 10 +4 -1 BC,LA Knockdown on airborne foes
Flash Kicks H 70 8 5 14 +12 -1 SM,EX,SA,CA Knockdown on airborne foes
- H 50 6 3 14 0 -3 - Forces standing on hit, knockdown on airborne foes
- H 50 8 3 14 0 -2 SM,EX,SA,CA Knockdown on airborne foe
- L 30 10 5 10 +2 -4 - Doesn’t combo with rest of string, knockdown on airborne foes
Creeping Snake to Left low Uppercut H 50 10 6 15 floats -3 SM,EX,SA,CA Doesn’t combo with rest of string
Creeping Snake to Left Low High Kick H 50 8 4 18 +3 -5 BC,LA,Rolling Dash Knockdown on airborne foes
Skull Splitter LP L 80 15 4 18 +1 -7 - Airborne frames 2-13, hard knockdown on Counter Hit, ground bounce on crouching Counter Hit
Skull Splitter MP L 80 15 4 16 hard knockdown -5 - Airborne frames 2-3, ground bounce on crouching Counter Hit
Skull Splitter HP L 80 17 4 16 hard knockdown -5 - Airborne frames 5-15, ground bounce on crouching Counter Hit
Skull Splitter EX L 120 15 4 18 ground bounce -7 - Full body invulnerability frame 1, airborne frames 2-13, attacking arm crushes crouching attacks on frame 15
Geyser Cannon LK H 60 8 6 18 floats -10 - Invincible against air attacks from 6F+
Geyser Cannon MK H 80 18 6 18 floats -6 - -
Geyser Cannon HK H 100 20 6 18 floats -6 - -
Geyser Cannon EX H 80 15 6 18 floats -10 - Full body invulnerability frames 1-14
Blonde Bomb LP H 70 15 4 24 0 -6 - Can be Super Charged: 51 frames to perform EX version, 100 frames for Super Art
Blonde Bomb MP H 80 16 4 24 +2 -6 - Can be Super Charged: 51 frames to perform EX version, 100 frames for Super Art
Blonde Bomb HP H 100 17 4 24 hard knockdown -6 - Can be Super Charged: 51 frames to perform EX version, 100 frames for Super Art
Blonde Bomb EX H 130 28 6 24 crumples +1 - Can be Super charged: 51 frames to perform Super Art, full body invulnerability frames 2-5, projectile invulnerability frames 6-27
Rolling Dash LK - - - - 26 - - backhand slap Upper body projectile invulnerability frames 1-25, input PP for follow-up attack frames 1-14
Rolling Dash MK - - - - 26 - - backhand slap Upper body projectile invulnerability frames 1-25, input PP for follow-up attack frames 1-14
Rolling Dash HK - - - - 26 - - backhand slap Upper body projectile invulnerability frames 1-25, input PP for follow-up attack frames 1-14
Backhand Slap L 40 22 3 30 +6 -11 arm break Unblockable if foe blocks standing, 106 frame throw animation if attack connects, foe is invincible for 7 frames if attack isn’t cancelled to Arm Break, miss animation occurs if PP input occurs on frames 70-77, input PP between frames 79-89 for follow-up attack
Arm Break combo throw 80 - - - knockdown - double arm break 150-frame throw animation if attack connects, miss animation occurs if PP is input between frames 55- 71, if Double Arm Break input is missed, foe isn’t knocked down and initiator incurs 20 points of damage, input PP between frames 72-109 for follow-up attack
Double Arm Break combo throw 120 - - - hard knockdown - - 144 frame throw animation if attack connects
Rolling Dash EX - - - - 26 - - backhand slap EX Upper body invulnerability frames 1-25, input PP for follow-up attack frames 1-19
Backhand Slap EX unblockable 40,60 28 3 30 hard knockdown - double arm break EX 239 frame throw animation if attack connects, miss animation occurs if PP is input between frames 143-160, if EX Double Arm Break input is missed foe isn’t knocked down and initiator incurs 10 points of damage, input PP between frames 161-198 for follow-up attack
Double Arm Break EX combo throw 100 - - - hard knockdown - - 144 frame throw animation if attack connects
Double Explosion L,H,M,M,H 20,50,30x3,140 11 5(15)2(26)2(2)3(6)4 53 hard knockdown -35 - 64 frame cinematic freeze before attack begins, full body invulnerability frames 1-11, projectile invulnerabaility frames 12-28, airborne frames 16-89
Cross Art H 150+ 8 2 40 switch -18 - 61 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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