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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


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 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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