Sakura's Frame Data Street Fighter X Tekken v2013

Guide last updated on
March 23, 2013 at 4:19 p.m. PDT


Sakura'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 Hit Adv Block Adv Cancel Notes
Far LP H 30 3 +6 +2 SM,EX,SA,CA Rapid fire cancelable to light normal moves
Far MP H 60 7 +3 -1 - -
Far HP H 90 8 +1 -4 SM,EX,SA,CA -
Far LK H 30 4 +4 0 SM,EX,SA,CA -
Far MK H 60 9 +3 -1 - -
Far HK H 90 10 +4 -1 - -
Close LP H 30 3 +6 0 SM,EX,SA,CA Rapid fire cancelable to light normal moves
Close MP H 60 4 +4 +1 SM,EX,SA,CA -
Close HP H 90 3 -1 -7 SM,EX,SA,CA -
Close LK H 30 4 +3 -1 SM,EX,SA,CA -
Close MK H 60 4 -1 -5 SM,EX,SA,CA -
Close HK H 90 6 float -1 - Juggle count starts at 1 on hit
Crouch LP H 30 3 +6 +2 SM,EX,SA,CA Rapid fire cancelable to light normal moves
Crouch MP H 60 5 -1 -5 SM,EX,SA,CA -
Crouch HP H 90 4 -2 -5 SM,EX,SA,CA -
Crouch LK L 30 3 +4 0 SM,EX,SA,CA -
Crouch MK L 60 5 0 -4 SM,EX,SA,CA -
Crouch HK L 90 7 hard knockdown -7 - -
Jump up LP M 40 3 +12 +4 - -
Jump up MP M 70 4 +16 +5 - -
Jump up HP M 100 5 +20 +8 - -
Jump up LK M 40 4 +12 +4 - -
Jump up MK M 70 5 +16 +5 - -
Jump up HK M 100 6 +20 +8 - -
Jump forward LP M 40 7 +12 +4 - -
Jump forward MP M 70 4 +16 +5 - Knockdown vs airborne
Jump forward HP M 100 5 +20 +8 - -
Jump forward LK M 40 4 +12 +4 - -
Jump forward MK M 70 5 +16 +5 - -
Jump forward HK M 100 6 +20 +8 - -
Launcher H 100 13 switch -34 - Crushes crouching attacks
Cross Cancel H 40,70 6 hard knockdown - - -
Sailor Shot throw 130 5 hard knockdown - - -
Choba Throw throw 130 5 hard knockdown - - -
Other, Special Moves, Super & Cross Art
Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel Notes
Flower Kick M 70 15 0 -4 - -
Hadouken H 50 16-26 -3 -7 - -
Hadouken Lvl 2 H 70.0 28-35 +4 -1.0 - -
Hadouken Lvl 3 H 90 40.0 +6 +1 - -
Hadouken EX H 50,50 16-26 floats 0 - -
Hadouken EX lvl 2 H 60,60 28-35 floats 0.0 - -
Hadouken EX Lvl 3 H 70,75 40.0 floats -1 - -
Shouoken LP H 40,10 6 floats -11 - Airborne frames
Shouoken MP H 60,10x3 7 knockdown -19 - Airborne frames
Shouoken HP H 60,20x2,3x10 12 knockdown -17 - Airborne frames
Shouoken EX H 10,20x2,10x5 12 floats -17 - Airborne frames, Invulnerability frames
Shunpukyaku LK H 40 22 +4 -4 - Can be charged 51 frames for EX version or 100 frames for Super Art
Shunpukyaku MK H 30x2 17 knockdown -2 - Can be charged 51 frames for EX version or 100 frames for Super Art
Shunpukyaku HK H 30x3 12 knockdown -3 - Can be charged 51 frames for EX version or 100 frames for Super Art
Shunpukyaku EX H 30x3 13 floats +5 - Can be charged 51 frames for Super Art
Shunpukyaku (Air) H 45x2 9 floats +13 - -
Shunpukyaku EX (Air) H 30x5 9 knockdown -22 - -
Sakura Otoshi M - 16 - - P Button strength determines jump arc and distance
Sakura Otoshi EX M - 16 - - P Tracks to opponents position
P Follow Up (vs grounded) H 60 4 ground bounce +5 - -
P Follow Up (vs airborne) - 40,20,70 4 knockdown x2,hard knockdown - - -
P Follow Up EX (vs grounded) M 60 4 ground bounce +5 - -
P Follow Up EX (vs airborne) - 50,50,100 4 knockdown x2,hard knockdown - - -
Haru Ranman L,L,H 30,30,270 6 hard knockdown -13 - Cinematic freeze when start up begins, Invulnerablity frames
Cross Art H 150+ 12 switch -26 - Cinematic freeze when start up begins, Invulnerablity frames

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


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