Rufus' Frame Data Street Fighter X Tekken v2013

Guide last updated on
March 23, 2013 at 4:13 p.m. PDT


Rufus' 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 6 2 9 +6 +2 SM,EX,SA,CA Rapid fire cancelable to light normal moves
Far MP H 60 7 2 15 +4 0 - -
Far HP H 90 9 4 17 +4 -1 - -
Far LK H 30 6 2 12 +3 -1 - -
Far MK H 60 10 2 18 +1 -3 - -
Far HK H 90 17 2 17 floats +1 - -
Close LP H 30 4 3 9 +5 +1 SM,EX,SA,CA Rapid fire cancelable to light normal moves
Close MP H 60 5 2 14 +5 +1 SM,EX,SA,CA -
Close HP H 90 6 4 21 +1 -5 SM,EX,SA,CA forces standing
Close LK H 30 4 2 8 +7 +3 - -
Close MK H 60 7 2(4)3 14 +4 0 1st hitSM,EX,SA,CA -
Close HK H 90 8 2 25 -1 -7 - -
Crouch LP H 30 4 2 11 +4 0 SM,EX,SA,CA Rapid fire cancelable to light normal moves
Crouch MP H 60 7 3 15 +3 -1 SM,EX,SA,CA -
Crouch HP H 90 14 2 34 -11 -16 SM,EX,SA,CA crumples on counter hit
Crouch LK L 30 4 2 12 +3 0 SM,EX,SA,CA Rapid fire cancelable to light normal moves
Crouch MK L 60 6 1 19 +1 -3 SM,EX,SA,CA -
Crouch HK L 90 12 2 25 sweep knockdown -7 - -
Jump up LP M 40 6 7 until ground+4f +12 +4 - -
Jump up MP M 70 6 5 until ground+4f +16 +5 - -
Jump up HP M 100 5 4 until ground+4f +20 +8 - Hits in front and behind Rufus
Jump up LK M 40 5 6 until ground+4f +12 +4 - -
Jump up MK M 70 4 6 until ground+4f +16 +5 - -
Jump up HK M 100 6 4 until ground+4f +20 +8 - -
Jump forward LP M 40 6 6 until ground+4f +12 +4 - -
Jump forward MP M 70 6 7 until ground+4f +16 +5 - -
Jump forward HP M 100 8 5 until ground+4f +20 +8 - -
Jump forward LK M 40 6 7 until ground+4f +12 +4 - -
Jump forward MK M 70 7 5 until ground+4f +16 +5 - -
Jump forward HK M 50,50 7 3(4)3 until ground+4f +20 +8 - Knockdown on airborne foe
Launcher H 100 13 2 54 switch -34 - Crushes crouching attacks, launches opponent while switching characters
Cross Cancel H 30,60 10 8(6)2 19 hard knockdown 0 - Similar to LP Galactic Tornado, full body invincibility frames 1-10
Head Bazooka throw 130 5 2 20 hard knockdown - - -
Hand Machinegun 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
Vulture Kick M 80 21 2 14.0 +1 -5 - Airborne frames 10-24, no lower body hitbox frames 10-20
Glory Kick L 70 21 2 12 +3 -1 - -
Fragrance Palm H 80 13 5 20 floats -8.0 SM,EX,SA,CA Hits in front of and behind Rufus
Falcon Kick H 60 13 until ground until ground+4f 10.0 2.0 - Can perform during any jump
Target Combo H 30,60 12 2 21 floats -6 - -
Galactic Tornado LP H 30,50 11 8(6)2 21 knockdown -2 - Can be Super Charged: 51 frames to perform EX version, 100 frames for Super Art, hits count as projectiles, can destroy one projectile hit
Galactic Tornado MP H 20x2,40 15 21(5)2 22 knockdown -1 - Can be Super Charged: 51 frames to perform EX version, 100 frames for Super Art, hits count as projectiles, can destroy one projectile hit
Galactic Tornado HP H 20x2,50 16 21(5)2 22 knockdown -2 - Can be Super Charged: 51 frames to perform EX version, 100 frames for Super Art, hits count as projectiles, can destroy one projectile hit
Galactic Tornado EX H 0,80 13.0 19(4)1 17 wall bounce -1 - Can be Super Charged: 100 frames for Super Art, hits count as projectiles, can destroy one projectile hit, first hit pulls foe towards Rufus
Snake Strike LP H 40x4 9 1(3)1(3)1(4)1(3)1 18 +7 +4 - Airborne frames 1-27
Snake Strike MP H 40x5 8 1(3)1(2)2(3)1(3)1(3)1(3)2 20 +5 +2 - Airborne frames 1-35
Snake Strike HP H 40x5 7 1(3)1(2)1(3)2(2)1(3)1(3)1 37 +4 +1 - Airborne frames 1-34
Snake Strike EX H 30x7 8 1(1)2(1)1(2)2(1)1(2)1(2)1 28 - - - Full body invulnerability frames 1-11, airborne frames 1-40, misses against standing characters
Messiah Kick LK H 90 25 2 31 -3 -6 - No lower body hurtbox from frames 1-34, airborne frames 11-34
Messiah Kick MK H 100 27 2 25 -5 -9 - No lower body hurtbox from frames 1-39, airborne frames 11-39
Messiah Kick HK H 120 36 2 44 0 -3 - No lower body hurtbox frames 1-42, airborne frames 11-42
Messiah Kick EX H 20x5 12.0 3(1)2(1)2(1)2(8)2 34 -10.0 -13 - Full body invulnerability frames 1-18, airborne frames 12-40
Messiah Kick High Attack H 80 13 4 19 knockdown -17 - Full body invulnerability frames 1-12
Messiah Kick Low Attack L 100 20 2 16 sweep knockdown -1 - Does not combo after Messiah Kick
Messiah Kick Mid Attack M 100 24 6 16 hard knockdown -5 - Airborne frames 10-29, does not combo after Messiah Kick
Big Bang Typhoon H 320 9 - 87 hard knockdown -73 - 72 frames cinematic freeze before attack begins, full body invulnerability frames 1-19
Cross Art H 150+ 9 2 51 switch -30 - 62 frames cinematic freeze before attack begins, full body invulnerability frames 1-9 & frames 46-51

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


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