Yoshimitsu's Frame Data Street Fighter X Tekken v2013

Guide last updated on
March 23, 2013 at 5:45 p.m. PDT


Yoshimitsu's 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\Close LP H 30 4 3 9 +5 +1 SM,EX,SA,CA -
Far MP H 80 9 3 17 +1 -3 - -
Far\Close HP H 120 16 2 23 +1 -5 - Forces standing, knockdown on counter hit
Far\Close LK H 30 5 5 9 +3 -1 SM,EX,SA,CA -
Far\Close MK H 60 8 4 14 +3 -4 SM,EX,SA,CA -
Far\Close HK H 90 16 3 28 floats -11 - Throw invincible
Close MP H 60 5 3 12 +6 +3 SM,EX,SA,CA -
Crouch LP H 30 4 5 7 +5 0 SM,EX,SA,CA -
Crouch MP L 60 10 4 15 +2 -2 SM,EX,SA,CA -
Crouch HP H 120 11 5 20 +1 -5 - Forces standing, float on counter hit
Crouch LK L 30 4 4 10 +3 -1 SM,EX,SA,CA -
Crouch MK H 60 7 5 15 +2 -3 SM,EX,SA,CA -
Crouch HK L 90 12 2 31 hard knockdown -12 SM,EX,SA,CA -
Jump LP M 40 6 7 until ground+4f +12 +4 - -
Jump MP M 70 9 3 until ground+4f +16 +5 - -
Jump HP M,H 35x3 8 6 until ground+4f +20 +8 - Hit level changes to High frame 5, knockdown on airborne foes
Jump LK M 40 5 6 until ground+4f +12 +4 - -
Jump MK M 70 7 6 until ground+4f +16 +5 - -
Jump HK M 100 10 2 until ground+4f +20 +8 - Ground bounce on airborne foes
Launcher H 100 13 2 54 switch -34 - -
Cross Cancel H 60x2 10 6 45 hard knockdown -27 - -
Sword Face Smash throw 130 5 2 20 hard knockdown - - -
Oni Killer throw 130 5 2 20 hard knockdown - - -
- M 40.0 5.0 - until ground+4f +12 +4 - Knockdown on airborne
- M 70.0 7.0 - until ground+4f +16 +5 - Knockdown on airborne
Other, Special Moves, Super & Cross Art
Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel Notes
Flea H 75 23 until canceled or hit - - - - Sword remains active until struck by opponent, then inactive until crouch or Jumping Flea, input f,f to dash
Flea to Sling Headbutt L 60 17 14 31 +20 -11 - Exits Flea
Jumping Flea H,M 60 5 35 8 +6 +2 - Sword hitbox is active throughout move duration, hit level changes to Mid after frame 5
High Jumping FLea H,M 60 - 41 8 +6 +2 - Sword hitbox is active throughout move duration
Flea Release - - - - 30 - - - Sword remains active from Flea until frame 6
- H 50 10 2 22 +3 -3 - Input f+HK between frames 8-25 for follow-up attack, knockdown on airborne foes, forces standing
- H 50 5 2 23 +2 -4 - Input f+HK between frames 4-21 for follow-up attack, knockdown on airborne foes
Triple Roundhouse Combo H 50 5 2 23 floats -5 - -
- M 40.0 20.0 2.0 24.0 0.0 -4.0 - Input frames 1-11 for followup attack, knockdown on airborne foes, Causes stagger on crouching Counter Hit
- H 80 12 1(5)1(5)1 28 +2 -10 - Knockdown on airborne foes
Poison Wind Bronze Fist - - - - 28 -8 -21 - Full body invulnerability frames 1-8, Invincible against air attacks
Poison Wind Steel Fist M 40 20 2 24 +2 -14 - -
Poison Wind Silver Fist - - - - 56 -38 -51 - Invincible during Backflip
Poison Wind Gold Fist H 70 16 2 23 floats -10 - -
Poison Breath LK H 50 16 17 11 +1 -11 - Projectile has 1 point of durability, knockdown on airborne foes
Poison Breath MK H 50 22 24 4 +2 -11 - Projectile has 1 point of durability, knockdown on airborne foes
Poison Breath HK H 50 26 24 4 crumples -11 - Projectile has 1 point of durability, knockdown on airborne foes
Poison Breath EX H 70 16 24 4 crumples -11 - Projectile has 1 point of durability, knockdown on airborne foes
Flea to Poison Breath LK H 50 15 24 15 +1 -20 - Projectile has 1 point of durability, knockdown on airborne foes
Flea to Poison Breath MK H 50 20 24 15 +2 -26 - Projectile has 1 point of durability, knockdown on airborne foes
Flea to Poison Breath HK H 50 26 24 15 crumples -4 - Projectile has 1 point of durability, knockdown on airborne foes
Flea to Poison Breath EX H 70 16 24 15 crumples -6 - Projectile has 1 point of durability, knockdown on airborne foes
Gehosen LP H 80 7 6 26 float -10 - Airborne frames 11-24, Invincible against air attacks 1-10F
Gehosen MP H 100 9 6 26 float -10
Airborne frames 13-26, Invincible 1-4F
Gehosen HP H 110 9 6 26 float -10
Airborne frames 13-26
Gehosen EX H 140 6 6 27 float -9 - Full body invulnerability frames 1-7, airborne frames 11-24
Suicide LP M 250 24 5 98 crumples -74 - Deals 200 damage to self, whiffs on airborne foes, throw invincible
Suicide MP M 250 26 5 98 crumples -74 - Deals 200 damage to self, whiffs on airborne foes, ignores Counter-type moves
Suicide HP M 250 28 5 98 crumples -74 - Deals 200 damage to self, whiffs on airborne foes, projectile invincible
Suicide EX M 150x2 22 5(36)5 107 crumples -82 - Deals 250 damage to self
Slap U Silly LP H 20 per hit 15 - 27/78 0/ -52 -8/-60 - Repeatedly input LP for additional hits, knocks down self after 6th hit, knockdown on airborne foes
Slap U Silly MP H 20 per hit 15 - 27/98 0/ -52 -8/-60 - Repeatedly input MP for additional hits, knocks down self after 7th hit, knockdown on airborne foes
Slap U Silly HP H 20 per hit 15 - 27/98 0/ -52 -8/-60 - Repeatedly input HP for additional hits, knocks down self after 8th hit, knockdown on airborne foes
Slap U Silly EX H 20x7 15 - 27 0 -8 - Armor frames 1-14, knockdown on airborne foes
Stone Fists LK L 20 per hit 15 - 27/98 -2/ -54 -10/-62 - Repeatedly input LK for additional hits, knocks down self after 6th hit, knockdown on airborne foes
Stone Fists MK L 20 per hit 15 - 27/98 -2/ -54 -10/-62 - Repeatedly input MK for additional hits, knocks down self after 7th hit, knockdown on airborne foes
Stone Fists HK L 20 per hit 15 - 27/98 -2/ -54 -10/-62 - Repeatedly input HK for additional hits, knocks down self after 8th hit, knockdown on airborne foes
Stone Fists EX L 20x7 15 - 27 -2 -10 - Armor frames 1-14, knockdown on airborne foes
Indian Stance Vacuum Dance - - - - 50 - - - Full body invulnerability frames 1-29
Sword Poke Windmill H 5,10x7,45 18 52 33 -2 -11 - Can be Super Charged: 51 frames for EX version, 100 frames for Super Art, knockdown on airborne foes
Sword Poke Windmill EX H 5,190 5 52 33 hard knockdown -11 - Can be Super Charged: 51 frames for Super Art, knockdown on airborne foes
Sword Poke Whirlwind H 315 7 58 36 hard knockdown -11 - 63 frame cinematic freeze before attack begins, full body invulnerability frames 1-8, Projectile invincibile
Cross Art H 150+ 9.0 2 66 switch -46 - 62 frame cinematic freeze before attack begins, full body invulnerability frames 1-10, airborne frames 1-37

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


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