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Ryu's Frame Data Street Fighter X Tekken v2013

Guide last updated on
March 23, 2013 at 4:16 p.m. PDT


Ryu'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 8 +6 +2 SM,EX,SA,CA -
Far MP H 60 5 4 17 0 -4 SM,EX,SA,CA -
Far HP H 90 8 3 25 -3 -8 - Counter Hit on standing foe causes crumple
Far LK H 30 5 6 7 +4 0 - -
Far MK H 60 8 2 19 0 -4 - -
Far HK H 90 9 4 26 -6 -10 - -
Close LP H 30 3 3 8 +6 +2 SM,EX,SA,CA Rapid fire cancelable into light attacks
Close MP H 60 3 3 17 0 -4 SM,EX,SA,CA -
Close HP H 90 5 6 22 -2 -8 SM,EX,SA,CA forces standing
Close LK H 30 5 5 8 +4 0 - Rapid fire cancelable into light attacks
Close MK H 60 3 5 16 0 -4 SM,EX,SA,CA -
Close HK H 90 8 8(2)4 24 -2 -8 1st hit SA forces standing
Crouch LP H 30 3 2 9 +6 +2 SM,EX,SA,CA Rapid fire cancelable into light attacks
Crouch MP H 60 5 4 10 +7 +3 SM,EX,SA,CA -
Crouch HP H 90 4 8 20 -2 -8 SM,EX,SA,CA -
Crouch LK L 30 4 3 10 +4 0 SM,EX,SA,CA Rapid fire cancelable into light attacks
Crouch MK L 60 6 5 16 0 -4 SM,EX,SA,CA -
Crouch HK L 90 7 4 24 sweep -8 SM,EX,SA,CA sweep knockdown
Jump up LP M 40 10 7 until ground+4f +12 +4 - -
Jump up MP M 70 5 5 until ground+4f +16 +4 - -
Jump up HP M 100 5 5 until ground+4f +20 +8 - -
Jump up LK M 40 5 9 until ground+4f +12 +4 - -
Jump up MK M 70 6 10 until ground+4f +16 +5 - -
Jump up HK M 100 4 4 until ground+4f +20 +8 - -
Jump forward LP M 40 4 7 until ground+4f +12 +4 - -
Jump forward MP M,H 30,30 7 7 until ground+4f +16 +5 1st hit SM,EX(air tatsu) Knockdown against airborne foes
Jump forward HP M 100 6 5 until ground+4f +20 +8 - -
Jump forward LK M 40 4 8 until ground+4f +12 +4 - -
Jump forward MK M 70 6 6 until ground+4f +16 +5 - -
Jump forward HK M 100 7 7 until ground+4f +20 +8 - -
Launcher H 100 13 2 54 switch -33 - Crushes crouching attacks, launches target while switching characters
Cross Cancel H 30x2,40 13 1(3)1(3)1(3)1(3)1 21 knockdown -8 - Looks like EX Tatsumaki Senpukyaku, invulnerable frames 1-13
Shoulder Throw throw 130 5 2 20 - - - -
Somersault Throw throw 130 5 2 20 - - - -
Other, Special Moves, Super & Cross Art
Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel Notes
Collarbone Breaker M 30,30 16 2(1)2 17 +4 -2 - Second hit crushes crouching attacks (frames 18-20 overall), either hit causes ground bounce on Counter Hit against crouching targets
Solar Plexus Strike H 80,40 17 4 16 +5 0 SM,EX,SA -
Hadoken H 70 13 - 33 -3 -6 - Projectile has 1 hit point, can be Super Charged 51 frames for EX version or 100 frames for Super Art, knockdown on airborne foe
Hadoken EX H 100 12 - 24 knockdown +11 - Projectile has 2 hit points, can be Super Charged 50 frames for Super Art, knocks down
Tatsumaki LK H 70 12 2(6)2 17 knockdown -5 - Knocks down, lower body projectile invulnerable frames 7-33, airborne frames 7-32
Tatsumaki MK H 80 13 2(6)2(6)2(6)2(6)2 21 knockdown -1 - Knocks down, lower body projectile invulnerable frames 8-63, airborne frames 8-63
Tatsumaki HK H 90 13 2(6)2(6)2(6)2(6)2 21 knockdown -1 - Knocks down, lower body projectile invulnerable frames 8-63, airborne frames 8-63
Tatsumaki EX H 100 13 1(3)1(3)1(3)1(3)1 21 knockdown -8 - Throw invincible frames 3-7, lower body projectile invulnerable frames 8- 46, airborne frames 8-46
Tatsumaki LK(air) H 70 10 2(6)2(6)2 until ground+11f knockdown 5 - -
Tatsumaki MK(air) H 80 10 2(6)2(6)2 until ground+11f knockdown 5 - -
Tatsumaki HK(air) H 90 10 2(6)2(6)2 until ground+11f knockdown 5 - -
Tatsumaki EX(air) H 140 8 1(3)1(3)1(3)1(3)1 until ground+4f knockdown -16 - -
Shoryuken LP H 120 3 13 25 knockdown -26 - Knocks down, full body invulnerable frames 1-2, airborne frames 3-32
Shoryuken MP H 140 3 14 39 knockdown -40 - Knocks down, full body invulnerable frames 1-5, airborne frames 5-41
Shoryuken HP H 160 3 14 42 knockdown -43 - Knocks down, full body invulnerable 1-2, airborne frames 3-44
Shoryuken EX H 50,100,30,20 4 14 48 knockdown -35 - Knocks down, full body invulnerable frames 1-18, airborne frames 7-48
Joudan LK H 90 13 3 26 knockdown -7 - -
Joudan MK H 90 17 3 25 knockdown -6 - -
Joudan HK H 90 22 3 18 knockdown -6 - -
Joudan EX H 100 15 3 22 wall bounce -3 - -
Shinkuu Hadoken H 300 4 - 111 hard knockdown -60 - 87 frame cinematic freeze before attack, projectile has 5 hit points, full body invulnerable frames 1-4
Cross Art H 150+ 9 2 44 switch -24 - 64 frame cinematic freeze before attack, full body invulnerable frames 1-10

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


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