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


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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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