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Steve's Frame Data Street Fighter X Tekken v2013

Guide last updated on
March 23, 2013 at 5:42 p.m. PDT


Steve'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 6 2 5 +10 +6 SM,EX,SA,CA,quick spin -
Far MP H 60 7 3 9 +9 +6 SM,EX,SA,CA,quick spin -
Far HP H 90 9 3 17 +5 0 - Forces standing on hit
Close LP H 30 4 2 8 +7 +3 SM,EX,SA,CA,quick spin -
Close MP H 60 6 4 10 +9 +4 SM,EX,SA,CA,quick spin +30 on crouching Counter Hit
Close HP H 90 5 2 18 +5 0 SM,EX,SA,CA Forces standing on hit
Crouch LP H 30 4 2 10 +5 +1 SM,EX,SA,CA,quick spin -
Crouch MP H 60 7 2 10 +9 +5 SM,EX,SA,CA,quick spin -
Crouch HP H 90 6 5 22 -1 -7 SM,EX,SA,CA Neck upwards invincible against air attacks 3-5F, forces standing on hit
Crouch LK L 30 5 2 10 +5 +1 SM,EX,SA,CA,quick spin -
Crouch MK H 60 8 2 19 0 -4 SM,EX,SA,CA,quick spin -
Crouch HK L 90 11 2 26 hard knockdown -8 - -
Jump LP M 40 6 2 until ground+4f +12 +4 - -
Jump MP M 70 6 3 until ground+4f +16 +5 - -
Jump HP M 100 6 5 until ground+4f +20 +8 - -
Jump LK M 40 8 4 until ground+4f +12 +4 - -
Jump MK M 70 7 2 until ground+4f +16 +5 - -
Jump HK M 100 8 2 until ground+4f +20 +8 - -
Launcher H 100 13 2 54 switch -34 - Crushes crouching attacks, launches opponent while switching characters
Cross Cancel H 120 8 2 26 hard knockdown -9 - Similar to Shoulder Rush, full body invulnerability frames 1-9
Gut Wrencher throw 130 5 2 20 hard knockdown - - -
Armlock Throw throw 130 5 2 20 hard knockdown - - -
Chopping Straight M 80 17 2 15 +2 -3 - hard knockdown ground bounce against crouching counter hit
Foot Stomp L 50 15 2 15 -5 -7 - -
Other, Special Moves, Super & Cross Art
Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel Notes
Foot Stomp Right Hook H 60 6 2 6 hard knockdown -4 - -
Ducking Body H 60 16 2 15 +4 0 - stagger (+25) on crouching counter hit
Ducking Hook H 40 8 2 15 0 -2 - -
Flicker - - 1 - - - - - Causes Steve to enter Flicker Stance, cancellable to Flicker Jab on frame 1
- H 30 8 2 9 +6 +4 - Input MP between frames 1-12 for follow-up attack
British Edge H 60 9 3 9 +5 +5 - Slip (+29) on crouching Counter Hit
Weaving A - - - - 23 - - weaving B, quick spin Upper body invulnerability frames 1-20
Weaving B - - - - 26 - - weaving A, quick spin Upper body invulnerability frames 1-18
Shoulder Rush H 50 8 2 26 -2 -8 - Forces standing on hit
Uppercut H 70 9 4 27 floats -11 - -
Quick Spin - - - - 25 - - - Upper body invulnerability frames 1-19
Spin Gut Punch H 100 9 2 18 knockdown 0 - Floats, crumples on standing Counter Hit, wall bounces on crouching Counter Hit
Spin Low Hook L 90 9 2 27 hard knockdown -9 - -
Sonic Fang LP H 50,60 14 2(5)4 23 knockdown -7 - -
Sonic Fang MP H 50,60 14 2(5)4 23 knockdown -7 - -
Sonic Fang HP H 50,60 18 2(5)4 23 knockdown -7 - -
Sonic Fang EX H 70,50 15 2(5)4 23 floats -7 - Projectile invulnerable frames 1-25
Swaying LK counter 140 - - 66 - - - Counters all strikes to Steve’s upper body from frames 1-25, +3 advantage if counter is triggered
Swaying MK counter 140 - - 66 - - - Counters all strikes to Steve’s upper body from frames 1-25, +3 advantage if counter is triggered
Swaying HK counter 140 - - 66 - - - Counters all strikes to Steve’s upper body from frames 1-25, +3 advantage if counter is triggered
Swaying EX counter 180 - - 66 - - - Counters all strikes to Steve’s upper body from frames 1-26, +3 advantage if counter is triggered
Hellfire LP H 60 16 - 30 0 -3 - Can be Super Charged: 51 frames to perform EX version, 100 frames for Super Art, projectile has one hit of durability, projectile travels to 1/2 screen in 9 frames
Hellfire MP H 60 16 - 30 0 -3 - Can be Super Charged: 51 frames to perform EX version, 100 frames for Super Art, projectile has one hit of durability, projectile travels to 1/2 screen in 9 frames
Hellfire HP H 60 16 - 30 0 -3 - Can be Super Charged: 51 frames to perform EX version, 100 frames for Super Art, projectile has one hit of durability, projectile travels to 1/2 screen in 9 frames
Hellfire EX H 60x2 11 - 30 +8 +5 - Can be Super charged: 51 frames to perform Super Art, projectile has two hits of durability, projectile travels to 2/3 screen in 9 frames
Flicker - - 24 - - - - flicker jab -
Flicker Jab LP L 100 8 2 29 -6 -11 - Recovery can be canceled 1 frame earlier if canceled into Flicker Jab, Slip (+10) on crouching Counter Hit, ground bounce on aerial foe
Flicker Jab MP H 100 8 2 29 -6 -11 - Recovery can be canceled 1 frame earlier if canceled into Flicker Jab, Slip (+10) on crouching Counter Hit
Flicker Jab HP H 100 8 2 27 -3 -8 - Recovery can be canceled 1 frame earlier if canceled into Flicker Jab, Slip (+10) on crouching Counter Hit
Flicker Jab EX L,H,H 50x3 8 2(8)2(9)2 18 knockdown -11 - Recovery can be canceled 1 frame earlier if canceled into Flicker Jab, ground bounce on aerial foe
Peekaboo - - 10 - - - - LP, MP, HP Can move forward during stance, throw invulnerable during stance, cancel stance by crouching, Weaving A, Weaving B or Quick Spin
Patella Smash H 60 18 3 34 +8 -20 Albion Combination Armor frames 1-19
Cutting Elbow H 70 13 6 23 floats -6 - Upper body invulnerability frames 1-14
Albion Combination H 30x2,40 21 4(10)3(23)2 21 ground bounce -6 - -
Ducking LK - - - - 25 - - LP, MP, HP Projectile invulnerability frames 1-21, input LP/MP/HP between frames 1-20 for follow-up attack
Ducking MK - - - - 28 - - LP, MP, HP Projectile invulnerability frames 1-21, input LP/MP/HP between frames 1-20 for follow-up attack
Ducking HK - - - - 30 - - LP, MP, HP Projectile invulnerability frames 1-21, input LP/MP/HP between frames 1-20 for follow-up attack
Ducking EX - - - - 26 - - LP, MP, HP Projectile invulnerability frames 1-21, input LP/MP/HP between frames 1-20 for follow-up attack
Fox Hunt H 120 9 6 17 +3 -3 EX,SA floats on counter hit
Skyscraper H 80 13 4 22 floats -6 - -
Gatling Gun standing throw 200 15 2 26 hard knockdown - - -
Hellfire Rush H 310 (60) 3 - 70 hard knockdown -42 - 65-frame cinematic freeze before attack begins, full body invulnerability frames 1-7, projectile has one hit of durability, projectile travels 2/3 screen in 9 frames
Cross Art H 150+ 7 2(13)4(15)2(16)2 29 switch -13 - 64-frame cinematic freeze before attack begins, full body invulnerability frames 1-8, if first attack whiffs and 4th attack hits, +34 frame advantage

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


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