Raven's Frame Data Street Fighter X Tekken v2013

Guide last updated on
March 23, 2013 at 5:40 p.m. PDT


Raven'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 2 10 +8 +2 SM,EX,SA,CA -
Far MP H 60 9 4 14 +3 -1 SM,EX,SA,CA -
Far HP H 90 15 3 27 -5 -10 - Crumples on standing Counter Hit
Far\Close LK H 30 6 4 11 +2 -2 - -
Far\Close MK H 60 7 5 14 +2 -2 - -
Far HK H 90 13 4 21 +1 -5 - forces standing, float against airborne
Close MP H 60 5 3 13 +5 +1 SM,EX,SA,CA -
Close HP H 90 6 3 24 -2 -7 SM,EX,SA,CA -
Close HK H 50x2 10 2(8)1 16 +6 0 - Forces standing on hit, knocks down airborne foe
Crouch LP H 30 4 3 6 +8 +4 SM,EX,SA,CA -
Crouch MP H 60 6 5 15 +1 -3 SM,EX,SA,CA -
Crouch HP L 90 8 2 30 floats -12 SM,EX,SA,CA -
Crouch LK L 30 4 3 11 +3 -1 SM,EX,SA,CA -
Crouch MK L 60 7 5 17 -1 -4 SM,EX,SA,CA -
Crouch HK L 90 8 3 30 hard knockdown -13 - -
Jump LP M 40 5 5 until ground+4f +12 +4 - -
Jump MP M 70 5 4 until ground+4f +16 +5 - -
Jump HP M 100 9 4 until ground+4f +20 +8 - -
Jump LK M 40 6 9 until ground+4f +12 +4 - -
Jump MK M 70 6 10 until ground+4f +16 +5 - -
Jump HK M 100 12 3 until ground+4f +20 +8 - Ground bounces airborne foe
Launcher H 100 13 2 54 switch -34 - Crushes crouching attacks, launches opponent while switching characters
Cross Cancel H 120 18 8 30 hard knockdown -16 - Similar to HP Alter Ego, full body invulnerability frames 1-19
Orbiting Moon throw 130 5 2 20 hard knockdown - - -
Dark Matter 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 60 13 2 16 +3 -3 - Airborne frames 7-22, input MK or HK between frames 1-16 for 2nd attack, knockdown on airborne foes
Stormbringer H 60 13 3 19 -1 -5 - Staggers (+34) on standing Counter Hit, knockdown on airborne foes
- H 50 6 4 19 +2 -8 - Input LK between frames 1-10 for follow-up attack
Skull Smasher H 70 12 2 17 +2 -4 SM,EX,SA,CA -
Skull Smasher Feint M 50 21 3 24 ground bounce -5 - -
Skull Smasher Feint Low L 110 29 6 16 hard knockdown -4 - -
Crossed Ninja Stars LP H 60 22 - 21 +10 +7 Haze Projectile has 1 point of durability, knockdown on airborne foes
Crossed Ninja Stars MP H 60 18 - 27 +4 +1 - Projectile has 1 point of durability, knockdown on airborne foes
Crossed Ninja Stars HP H 60 15 - 31 0 -3 - Projectile has 1 point of durability, knockdown on airborne foes
Crossed Ninja Stars EX H 100 16 - 23 floats +8 - Projectile has 2 points of durability
Crossed Ninja Stars (air) H 60 14 - until ground+4f +22 +19 - Projectile has 1 point of durability, knockdown on airborne foes
Crossed Ninja Stars EX (air) H 60 15 - until ground+4f knockdown +27 - Projectile has 2 points of durability
Haze - - - - 38 - - - Invulnerable frames 1-30
Alter Ego LK L 130 21 10 24 knockdown -10 - -
Alter Ego MK M 120 27 6 30 knockdown -14 - Lower body projectile invulnerability frames 27-34
Alter Ego HK H 100,50 20 8 26 knockdown -12 - -
Alter Ego EX (LK version) L 110 18 10 23 knockdown -11 - Projectile invulnerability frames 1-26
Alter Ego EX (MK version) M 90 24 6 29 knockdown -13 - Full body invulnerability 1-23, projectile invulnerability on attacking leg frames 24-31, airborne frames 12-31
Alter Ego EX (HK version) H 50x2 21 8 30 wall bounce -16 - -
Wind Cross H 30x4 17 6 34 floats -11 - Can be Super Charged: 51 frames for EX version, 100 frames for Super Art, projectile invulnerability frames 11-18
Wind Cross 2nd hit H 150 17 2 53 knockdown -38 - Input P within 14 frames of Wind Cross hit or block for attack
Wind Cross EX H 50,50 8 6 34 knockdown -14 - Can be Super Charged: 51 frames for Super Art
Wind Cross EX 2nd hit H 200 12 2 59 knockdown -43 - Input P within 9 frames of EX Wind Cross hit or block for attack
Doppleganger H 330 7 6 26 hard knockdown -8 - 55 frame cinematic freeze before attack begins, full body invulnerability frames 1-8
Cross Art H 150+ 7 2 45 - -30 - 64 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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