You're not logged in | Login / Register | News Filter | Submit News

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


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 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.


Comments



Post a comment

You're not logged in, you must Login to your account to post a comment.

If you do not have an account, you need to Register to comment. It's a free and quick process.

You're not logged in, you must Login to your account to post a comment.

If you do not have an account, you need to Register to comment. It's a free and quick process.