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


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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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