Rolento's Frame Data Street Fighter X Tekken v2013

Guide last updated on
March 23, 2013 at 4:10 p.m. PDT


Rolento'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 10 +6 +2 SM,EX,SA,CA -
Far\Close MP H 60 7 7 18 -4 -8 - -
Far HP H 40,50 9 3 23 0 -5 - -
Far\Close LK H 30 4 5 7 +5 +1 - -
Far MK H 60 7 7 11 +3 -1 - -
Far HK H 90 7 4 15 +6 +1 - -
Close LP H 30 4 3 5 +9 0.0 SM,EX,SA,CA -
Close HP H 90 9 5 24 -3 -9 SM,EX,SA,CA forces standing
Close MK H 60 6 5 11 +5 +1 SM,EX,SA,CA -
Close HK H 90 7 4 15 +7 +1 - forces standing
Crouch LP H 30 5 2 7 +8 +4 SM,EX,SA,CA -
Crouch MP H 20x3 9 6 10 +9 +5 - -
Crouch HP H 90 10 4 15 +6 +1 - -
Crouch LK L 30 4 3 12 +2 -2 SM,EX,SA,CA -
Crouch MK L 60 6 5 15 +1 +3 SM,EX,SA,CA -
Crouch HK L 90 9 11 18 sweep knockdown -9 - -
Jump LP M 40 5 3 until ground+4f +12 +4 - -
Jump MP M 20x3 6 6 until ground+4f +16 +5 - Knockdown against airborne opponents
Jump HP M 100 9 3 until ground+4f +20 +8 - -
Jump LK M 40 4 7 until ground+4f +12 +4 - -
Jump MK M 70 7 6 until ground+4f +16 +5 - -
Jump HK M 100 7 4 until ground+4f +20 +8 - -
Launcher H 100 13 2 54 switch,float -34 - Crushes crouching attacks, launches opponent while switching characters
Cross Cancel H 120 15 21 30 float -9 - Invulnerable frames 1-15, resembles EX Patriot Circle but juggling afterward isn’t possible
Colonel Carrier throw 130.0 5.0 2.0 20.0 hard knockdown - - -
Deadly Package throw 130.0 5.0 2.0 20.0 hard knockdown - - -
Other, Special Moves, Super & Cross Art
Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel Notes
Trick Rod H 60.0 8.0 6.0 12.0 +1 -3.0 - Airborne frames 3-20, knocks down airborne opponent
Spike Rod H 60 6 until ground 33 -15 -19 - Knocks down airborne opponent on hit, leave input N or hold d/f/b to direct hop after Spike Rod, if non-N input is held normal moves are possible after 13th frame of hop
Trick Landing - - - - 33 - - - Input command between frames 27-34 of jump, leave input N or hold d/f/b to direct hop after Trick Landing, if non-N input is held normal moves are possible after 13th frame of hop
Stinger LK - - - - 53 - - - Input P between frames 16-46 for follow-up
Stinger LK - - - - 57 - - - Input P between frames 16-46 for follow-up
Stinger LK - - - - 59 - - - Input P between frames 16-47 for follow-up
Stinger LK - - - - 58 - - - Input P between frames 13-47 for follow-up
Stinger follow-up H 50 16 - until ground+7f +21 +13 - Button strength determines angle of knife, knife is destroyed by normal projectiles and attacks, knocks down airborne opponent
Stinger EX follow-up H 40 16 - until ground+6f knockdown +3 - Knocks down on hit, knives are destroyed by normal projectiles and attacks
Mekong Delta Attack (no input) - - - - 47 - - - Input P between frames 12-44 for attack, frame 39 earliest starting point of attack
Mekong Delta Attack LP H 60 4 14 9(wiff) 24 (hit or block) -4 -8 - Knocks down airborne opponent
Mekong Delta Attack MP H 60 4 14 9(wiff) 24 (hit or block) -4 -8 - Knocks down airborne opponent
Mekong Delta Attack HP H 60 4 16 9(wiff) 24 (hit or block) -4 -8 - Knocks down airborne opponent
Mekong Delta Attack EX H 140 3 21 19 +1 -3 - Projectile invincible frames 1-23, knocks down airborne opponent
Mekong Delta Air Raid LP - - - - 23 - - - Input P between frames 6-16 for follow-up
Mekong Delta Air Raid MP - - - - 37 - - - Input P between frames 6-30 for follow-up
Mekong Delta Air Raid HP - - - - 48 - - - Input P between frames 6-41 for follow-up
Mekong Delta Air Raid EX - - - - 46 - - - Projectile invincible frames 1-41, input P between frames 5-41 for follow-up
Mekong Delta Air Raid follow-up M 60 31 3 16 +5 -4 - Knocks down airborne opponents
Mekong Delta Air Raid EX follow-up M 80 31 2 16 +7 -3 - Projectile invincible frames 1-30, knocks down airborne opponents, causes ground bounce on Counter Hit
Mekong Delta Escape - - - - varies - - - May cancel into any air normal move or Spike Rod after wall jump, wall jump can be directed by holding f or b
Mekong Delta Escape EX - - - - varies - - - Invulnerable until Rolento touches back wall, may cancel into any air normal move or Spike Rod after wall jump, wall jump can be directed by holding f or b
Patriot Circle H 40 15 12 26.0 -1 -5 - Can be Super Charged 51 frames for EX version or 100 frames for Super Art, input qcf+P between frames 7-33 for next attack
Patriot Circle 2nd H 60 20 12 27 +1 -6 - Input qcf+P between frames 1-34 for next attack
Patriot Circle 3rd H 55 25 9 30 float -9 - Sets up juggle on hit
Patriot Circle EX H 120 18.0 21 28 float -3 - Can be Super Charged 51 frames for Super Art, invulnerable frames 1-19, sets up juggle on hit
Patriot Sweeper H 10x3,10x4,30,55x4 13.0 6(13)8(25)11 32 hard knockdown -11 - 52 frame freeze before attack begins, invulnerable frames 1-14, causes hard knockdown
Cross Art H 150+ 7.0 2 47 switch -27 - 63 frame freeze before attack begins, invulnerable frames 1-8

Huge shout out to both Zukku and Street11 for letting us use the frame data.


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