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Zangief's Frame Data Street Fighter X Tekken v2013

Guide last updated on
March 23, 2013 at 4:27 p.m. PDT


Zangief'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 2 10 +5 +1 SM,EX,SA,CA Rapid fire cancelable into light normal attacks
Far MP H 80 5 2 14 +5 +1 - -
Far HP H 120 12 4 24 +3 -8 - -
Far LK H 40 5 2 12 +3 -1 SM,EX,SA,CA -
Far MK H 80 7 7 17 +3 -7 - -
Far HK H 120 11 4 21 0 -5 - -
Close LP H 40 4 6 8 +4 0 SM,EX,SA,CA Rapid fire cancelable into light normal attacks
Close MP H 80 5 2 14 +5 +1 SM,EX,SA,CA -
Close HP H 120 7 4 17 +5 -1 - forces standing
Close LK H 40 4 2 9 +6 +2 - -
Close MK H 80 4 2 16 +4 -1 SM,EX,SA,CA -
Close HK H 120 7 5 21 0 -6 - forces standing
Crouch LP H 30 4 3 10 +4 0 SM,EX,SA,CA Rapid fire cancelable into light normal attacks
Crouch MP H 70 8 5 12 +4 0 - -
Crouch HP H 120 14 4 15 +7 +1 - -
Crouch LK L 40 5 3 9 +5 +1 SM,EX,SA,CA -
Crouch MK L 80 9 4 14 +3 -1 - -
Crouch HK L 120 9 5 23 sweep knockdown -8 - -
Jump up LP M 50 5 5 until ground+4f +12 +4 - -
Jump up MP M 90 7 4 until ground+4f +16 +5 - -
Jump up HP M 130 11 6 until ground+4f +20 +8 - -
Jump up LK M 50 7 4 until ground+4f +12 +4 - -
Jump up MK M 90 9 5 until ground+4f +16 +5 - -
Jump up HK M 130 9 6 until ground+4f +20 +8 - -
Jump forward LP M 50 6 5 until ground+4f +12 +4 - -
Jump forward MP M 90 7 3 until ground+4f +16 +5 - -
Jump forward HP M 130 10 6 until ground+4f +20 +8 - -
Jump forward LK M 50 7 4 until ground+4f +12 +4 - -
Jump forward MK M 90 9 10 until ground+4f +16 +5 - -
Jump forward HK M 130 9 6 until ground+4f +20 +8 - -
Launcher H 100 13 2 54 switch -34 - Crushes crouching attacks, launches opponent while switching characters
Cross Cancel H 130 14 2 26 hard knockdown -12 - Similar to EX HP Banishing Flat, full body invincibility frames 1-15
Body Slam throw 150 5 2 20 hard knockdown - - -
Kirinshu throw 150 5 2 20 hard knockdown - - -
Other, Special Moves, Super & Cross Art
Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel Notes
Flying Body Attack M 100 6 7 until ground+4f +17 +5 - Knockdown on airborne foes
Double Knee Drop M 70 7 6 until ground+4f +12 +4 - Knockdown on airborne foes
MP Headbutt M 110 4 6 until ground+4f +16 +5 - Knockdown on airborne foes, Ground bounce on grounded Counter Hit
HP Headbutt M 90 6 3 until ground+4f +20 +8 - Ground bounce on airborne foes
Long Kick L 150 14 7 21 sweep knockdown -8 - -
Spinning Piledriver LP throw 200 5 2 52 hard knockdown - - -
Spinning Piledriver MP throw 220 7 2 49 hard knockdown - - -
Spinning Piledriver HP throw 240 9 2 47 hard knockdown - - -
Spinning Piledriver EX throw 230 5.0 2 47 hard knockdown - - Full body invulnerability frames 1-6
Banishing Flat LP H 110 12 7 20 -2 -4 - Front half of body projectile invulnerable frames 6-18, hit counts as projectile, knockdown on airborne foes
Banishing Flat MP H 110 14 10 20 -6 -8 - Front half of body projectile invulnerable frames 8-23, hit counts as projectile, knockdown on airborne foes
Banishing Flat HP H 110 17 7 20 -4 -6 - Front half of body projectile invulnerable frames 8-23, hit counts as projectile, knockdown on airborne foes
Banishing Flat EX H 60x2 14.0 2 17 ground bounce -4 - Full body projectile invulnerability frames 1-16, hits count as projectile, knockdown on airborne foe
Double Lariat H 100(120) 5 2(4)7(2)7(3)9(2)8(4)3 14 knockdown -17 (-43 vs Crouching) - Upper body invulnerability frames 1-6, projectile invulnerable frames 7-55, midsection invulnerability frames 7-55
Quick Lariat H 100 5.0 5(3)8(4)3 11 floats 8 (-18 vs crouching) - Lower body invulnerability frames 1-33
Flying Power Bomb LK throw 200 10-52 2 46 hard knockdown - - Can be Super Charged: 51 frames for EX version, 100 frames for Super Art, throw hitbox triggers when near foe, armor frames 28-52
Flying Power Bomb MK throw 200 10-54 2 46 hard knockdown - - Can be Super Charged: 51 frames for EX version, 100 frames for Super Art, throw hitbox triggers when near foe, armor frames 28-54
Flying Power Bomb HK throw 200 10-61 2 46 hard knockdown - - Can be Super Charged: 51 frames for EX version, 100 frames for Super Art, throw hitbox triggers when near foe, armor frames 28-60
Flying Power Bomb EX throw 200 7-65 2 46 hard knockdown - - Can be Super Charged: 51 frames for Super Art, armor frames 1-64, hitbox triggers when near foe
Atomic Suplex throw 230 8 2 - hard knockdown - - Can be Super Charged: 51 frames for EX Version, 100 frames for Super Art
Atomic Suplex EX throw 250 3.0 2 - hard knockdown - - Can be Super Charged: 51 frames for Super Art, armor on 1st frame
Final Atomic Buster throw 340 0 2(1-36)2 46 hard knockdown - - 84 frame cinematic freeze before attack begins, armor frames 1-38, 2nd active frames trigger near foe
Cross Art H 150+ 9 2 32 switch -12 - 64 frame cinematic freeze before attack begins, full body invulnerability frames 1-10

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


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