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Ogre's Frame Data Street Fighter X Tekken v2013

Guide last updated on
March 23, 2013 at 5:36 p.m. PDT


Ogre'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 4 3 8 +6 +2 SM,EX,SA,CA -
Far MP H 60 6 4 11 +6 +3 SM,EX,SA,CA -
Far HP H 90 14 4 15 +6 -8 - Crumples on standing Counter Hit
Far LK L 30 4 2 9 +6 +2 - -
Far MK H 60 9 3 17 +1 -2 - -
Far HK H 90 11 3 16 +6 +2 - -
Close HP H 90 5 4 22 0 -6 SM,EX,SA,CA forces standing
Close HK H 100 5 2 28 -4 -10 SM,EX,SA,CA forces standing
Crouch LP H 30 4 2 10 +5 +1 SM,EX,SA,CA -
Crouch MP H 60 12 2 17 +2 -7 SM,EX,SA,CA -
Crouch HP M 100 20 5 23 hard knockdown -9 - -
Crouch LK L 30 5 3 8 +6 +2 SM,EX,SA,CA -
Crouch MK L 60 6 2 15 +4 0 SM,EX,SA,CA -
Crouch HK H 60,50 7 3 24 floats -4 SM,EX,SA,CA forces standing
Jump LP M 40 5 5 until ground+4f +12 +4 - -
Jump MP M 70 7 2 until ground+4f +16 +5 - Spikes airborne foes
Jump HP M 100 6 3 until ground+4f +20 +8 - -
Jump LK M 40 5 9 until ground+4f +12 +4 - -
Jump MK M 70 7 4 until ground+4f +16 +5 - -
Jump HK M 100 7 2 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 22 26 hard knockdown -26 - Similar to Blazing Kick, full body invulnerability frames 1-15
Rag Doll throw 130 5 2 20 hard knockdown - - -
Deadly Spear 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
- H 40 4 3 5 +9 +7 BC,LA -
Flash Punch Combo H 80 9 4 31 knockdown -13 - -
- H 60 5 2 26 -7 -9 BC,LA -
Demon Slayer H 90 11 3 18 +4 -1 SM,EX,SA,CA Doesn’t combo with rest of string
- H 70 5 2 20 +4 -2 SM,EX,SA,CA forces standing
- M 30 17 2 29 -10 -13 - Knockdown on airborne foes
- L 30 11 2 20 -1 -5 - Knockdown on airborne foes
- H 30 11 2 29 -10 -13 - Knockdown on airborne foes
Infinite Kick Combo H 50 16 3 31 hard knockdown -11 SM,EX,SA,CA -
- H 40 5 9 22 hard knockdown -10 - Airborne frames 3-28
- H 60 5 4 21 hard knockdown -3 - -
Hunting Hawk M 30 11 2 22 hard knockdown -6 - -
Snake Blade H 80 11 3 22 floats -3 - -
Waning Moon LP standing throw,H 150 9 2(6)2 42 hard knockdown -22 - 1st active frames are standing throw, 2nd active frames are striking attack
Waning Moon MP standing throw,H 155 9 2(10)2 46 hard knockdown -26 - 1st active frames are standing throw, 2nd active frames are striking attack
Waning Moon HP standing throw,H 160 9 2(14)2 51 hard knockdown -31 - 1st active frames are standing throw, 2nd active frames are striking attack
Waning Moon EX standing throw,H 160 10 2(9)2 42 hard knockdown -22 - Armor frames 1-20, 1st active frames are standing throw, 2nd active frames are striking attack
Ancient Power LP counter 180 - - 51 hard knockdown - - Counters low-hitting strikes frames 4-20
Ancient Power MP counter 180 - - 51 hard knockdown - - Counters mid and high-hitting strikes frames 4-20
Ancient Power HP H 100 10 5 33 knockdown -26 - Full body invulnerability frames 1-9, attack has one hit of projectile durability
Ancient Power EX H 120 10 5 33 knockdown -16 - Full body invulnerability frames 1-13, attack has one hit of projectile durability
Blazing Kick LK H 80(60) 8 22 26 floats -6 - Reflects one projectile toward foe frames 8-15
Blazing Kick MK H 80(60) 8 22 26 floats -6 - Reflects one projectile at a 45 degree angle frames 8-15
Blazing Kick HK H 80(60) 8 22 26 floats -6 - Reflects one projectile at an 80 degree angle frames 8-15
Blazing Kick EX H 80(60) 9 22 26 floats -6 - Reflects one projectile toward foe frames 8-15
Owl's Hunt LK M 100 24 3 30 floats -11 - Airborne frames 5-20, ground bounce on Counter Hit
Owl's Hunt MK M 100 24 3 30 floats -11 - Airborne frames 5-20, ground bounce on Counter Hit
Owl's Hunt HK M 100 24 3 30 floats -11 - Airborne frames 5-20, ground bounce on Counter Hit
Owl's Hunt EX M 100 25 3 30 floats -11 - Airborne frames 5-20, homes to foe’s location, ground bounce on Counter Hit
Owl's Hunt M 100 24 2 31 floats -11 - Airborne frames 1-20, full body invulnerability frames 21-24, homes to foe’s location, ground bounce on Counter Hit
Indigo Punch LP H 100 16 2 18 knockdown +2 - Can be Super Charged: 51 frames to perform EX version,100 frames for Super Art, juggle setup, attack has one hit of projectile durability
Indigo Punch MP H 110 20 3 19 knockdown 0 - Can be Super Charged: 51 frames to perform EX version,100 frames for Super Art, juggle setup, attack has one hit of projectile durability
Indigo Punch HP H 130 25 4 18 knockdown 0 - Can be Super Charged: 51 frames to perform EX version,100 frames for Super Art, juggle setup, attack has one hit of projectile durability
Indigo Punch EX H 100 20 3 21 wall bounce -2 - Can be Super charged: 51 frames to perform Super Art, juggle setup, attack has one hit of projectile durability
Hell Inferno H 340 10 7 82 hard knockdown -73 - 63 frame cinematic freeze before attack begins, full body invulnerability frames 1-active, runs toward foe before active, startup depends on distance from foe when attack started (close: 8, 1/3 screen: 11, 2/3 screen: 15, full screen: 23)
Cross Art H 150+ 9 2 48 switch -29 - 64 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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