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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


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\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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