Street Fighter x Tekken v2013 FRAMEDATA (incl. DLC Chars)

<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/48530/Eternal">Eternal</a> said:</div>
<div class=“QuoteText”>Just a suggestion/request: Did you consider adding a “juggle potential / juggle usage” (some moves use more than 1 juggle point when they hit, Cody’s Zonk/Ruffian use 3JP if used against an airborne opponent) column? With juggles being such a key part of SFxT it’d probably be a good bit of info to document.<br></div>
</blockquote>

We’ve that for Paul and Lei, but didn’t added it to be uniform. <br>To be honest, that is something you can figure out pretty quickly just by being in the training room. The game is not fresh anymore, so most juggle potential should have been found anyway. I mean, the info isn’t bad at all, don’t get me wrong, it’s just the effort to do it for all characters is pretty intense. Personally, I don’t even have a clue how to test it alone. That said, if someone would be willing to do it, I’m all up for adding it.<br>

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<div class=“QuoteAuthor”><a href="/profile/67610/Shadow%20Ace">Shadow Ace</a> said:</div>
<div class=“QuoteText”>I just want to know wtf is up with law, that yolo junkyard is super annoying and why a majority of his stuff is safe <br></div>
</blockquote>

<font face=“Arial, Verdana” size=“2” style=“font-family: Arial, Verdana; line-height: normal; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal;”><span style=“line-height: normal;”>The majority of his stuff aren’t safe it’s just harder to punish, like most newer specials in this game. </span></font><div style=“font-family: Arial, Verdana; line-height: normal; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal;”>The old skool specials like Shoto DP, Flashkick, Heabuts are all pretty easy to punish, but the newer ones like Paul’s Scissor kick, Nina’s Geyser Cannon, Jin’s Leaping Kick, Heihachi’s DP etc. are all a lot harder to punish if you’re not on point. They usually have a low amount of ground recovery frames and tend to be able to block almost immediately as they land.</div><div style=“font-family: Arial, Verdana; line-height: normal; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal;”><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>Not only that, we are pretty much accustomed to the older specials, we immediately know whats punishable and what’s not, which is not the case with the newer (mostly Tekken) specials.</span></font></div><div style=“font-family: Arial, Verdana; line-height: normal; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal;”><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”><br></span></font></div><div style=“font-family: Arial, Verdana; line-height: normal; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal;”><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>Anti Law tech: </span></font></div><div style=“font-family: Arial, Verdana; line-height: normal; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal;”><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>- Neutral jump a lot.</span></font></div><div style=“font-family: Arial, Verdana; line-height: normal; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal;”><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>- Last hit of his Junkyard Kick is punishable and u can usually interrupt him between the Junkyard Sweep x Shaolin Kicks.</span></font></div><div style=“font-family: Arial, Verdana; line-height: normal; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal;”><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>- Whenever he ‘screams’ (dragon charge) you need to block high, all of his ‘Scream’ follow ups are either High (Dragon Knuckle) or Mid (Cloud Gates). </span></font></div><div style=“font-family: Arial, Verdana; line-height: normal; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal;”><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>- All the ‘Scream’ follow ups are at least -8 and can be generally punished by a cr.MK.</span></font></div><div style=“font-family: Arial, Verdana; line-height: normal; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal;”><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>- The Fist of Fury Punch (hcf+P) is a hard to punish (only -5). So you’d better see this as an indication to start your own pressure or go for a throw or a frame trap.</span></font></div><div style=“font-family: Arial, Verdana; line-height: normal; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal;”><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>- Whenever Law is low on health they’re usually gonna go for a Shaolin Kick x Tag cancel. Alpha Counter this, and you’ll hit both characters for 120 damage.</span></font></div><div style=“font-family: Arial, Verdana; line-height: normal; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal;”><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>- After a blocked Shaoling Kicks most Laws tend to back dash to get back in neutral position, try to scout this and punish it.</span></font></div><div style=“font-family: Arial, Verdana; line-height: normal; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal;”><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”><br></span></font></div><div style=“font-family: Arial, Verdana; line-height: normal;”><font face=“Arial, Verdana” size=“2”><font size=“2”><span style=“line-height: normal;”>Try to </span></font><span style=“line-height: normal;”>memorize and to do</span><font size=“2”><span style=“line-height: normal;”> these things. You’ll make it a lot harder for the Law player :)</span></font></font></div><div style=“font-family: Arial, Verdana; line-height: normal;”><font face=“Arial, Verdana” size=“2”><font size=“2”><span style=“line-height: normal;”><br></span></font></font></div><div><font size=“2”><font size=“2”><span style=“font-family: Arial, Verdana; line-height: normal;”>EDIT: I just realized I was going off topic, please forgive me</span> </font></font><span style=“line-height: 1.7em;”>:-S</span></div>

what is the start up on King’s diagonal jumping HK? I think I just see one listed for just his straight jump.<br>

<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/7517/RoGE9">RoGE9</a> said:</div>
<div class=“QuoteText”>what is the start up on King’s diagonal jumping HK? I think I just see one listed for just his straight jump.<br></div>
</blockquote>

fixed.<br>

<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/37884/Ralenzo">Ralenzo</a> said:</div><div class=“QuoteText”><div style=“font-family: Arial, Verdana; line-height: normal; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal;”><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>Anti Law tech: </span></font></div><div style=“font-family: Arial, Verdana; line-height: normal; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal;”><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>- Neutral jump a lot.</span></font></div><div style=“font-family: Arial, Verdana; line-height: normal; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal;”><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>- Last hit of his Junkyard Kick is punishable and u can usually interrupt him between the Junkyard Sweep x Shaolin Kicks.</span></font></div><div style=“font-family: Arial, Verdana; line-height: normal; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal;”><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>- Whenever he ‘screams’ (dragon charge) you need to block high, all of his ‘Scream’ follow ups are either High (Dragon Knuckle) or Mid (Cloud Gates). </span></font></div><div style=“font-family: Arial, Verdana; line-height: normal; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal;”><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>- All the ‘Scream’ follow ups are at least -8 and can be generally punished by a cr.MK.</span></font></div><div style=“font-family: Arial, Verdana; line-height: normal; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal;”><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>- The Fist of Fury Punch (hcf+P) is a hard to punish (only -5). So you’d better see this as an indication to start your own pressure or go for a throw or a frame trap.</span></font></div><div style=“font-family: Arial, Verdana; line-height: normal; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal;”><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>- Whenever Law is low on health they’re usually gonna go for a Shaolin Kick x Tag cancel. Alpha Counter this, and you’ll hit both characters for 120 damage.</span></font></div><div style=“font-family: Arial, Verdana; line-height: normal; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal;”><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>- After a blocked Shaoling Kicks most Laws tend to back dash to get back in neutral position, try to scout this and punish it.</span></font></div><div style=“font-family: Arial, Verdana; line-height: normal; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal;”><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”><br></span></font></div><div style=“font-family: Arial, Verdana; line-height: normal;”><font face=“Arial, Verdana” size=“2”><font size=“2”><span style=“line-height: normal;”>Try to </span></font><span style=“line-height: normal;”>memorize and to do</span><font size=“2”><span style=“line-height: normal;”> these things. You’ll make it a lot harder for the Law player :)</span></font></font></div><div style=“font-family: Arial, Verdana; line-height: normal;”><font face=“Arial, Verdana” size=“2”><font size=“2”><span style=“line-height: normal;”><br></span></font></font></div><div><font size=“2”><font size=“2”><span style=“font-family: Arial, Verdana; line-height: normal;”>EDIT: I just realized I was going off topic, please forgive me</span> </font></font><span style=“line-height: 1.7em;”>:-S</span></div></div>
</blockquote>

His back strong TC can be interrupted at the start by randomly throwing out standing A,C then hit confirming into a launcher combo. <div><br></div>

<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href=“http://forums.shoryuken.com/profile/37884/Ralenzo”>Ralenzo</a> said:</div>
<div class=“QuoteText”><div style=“font-family: Arial, Verdana; line-height: normal; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal;”><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>we
are pretty much accustomed to the older specials, we immediately know
whats punishable and what’s not, which is not the case with the newer
(mostly Tekken) specials.</span></font></div></div>
</blockquote>

Pretty much. A bunch of the new specials/string animations are so weird.
Some things feel like they’re -20 and you have all the time in the world
to punish, but in reality you only have a 3-4 frame window. <br><br>I feel really bad for AE players just getting into the game now. They are so gonna get steam rolled by tekken specialists.

For keepsake:<br><br>So here are my results about checking jump in data with the worst
possible timing. It’s kinda character/move specific, since it it depends
on the hit box of the move, so it might be off by a frame for some
characters.E.G: I tested with Paul and Guile, and Pauls nj.HP has such a
good downwards hitbox that I was able to recover 1F slower than with
any of Guile’s or Paul’s other heavy attacks. Below are the worst
timings I was able to accomplish.<br><br>_____________<b>Hit / Block<br>Jumping Light:</b> +6/-2<br><b>Jumping Medium:</b> +10/-1<br><b>Jumping Heavy:</b>+12 /0 (+11/-1 for Paul’s nj.HP)<br><br>

Who were you using as a dummy? Ryu?<br>

<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/16564/street11">street11</a> said:</div>
<div class=“QuoteText”>Who were you using as a dummy? Ryu?<br></div>
</blockquote> Cody<br>

You have Raven’s throws as 7 frames. They’re 5, right?

<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/11194/Kikuichimonji">Kikuichimonji</a> said:</div>
<div class=“QuoteText”>You have Raven’s throws as 7 frames. They’re 5, right?</div>
</blockquote>

Yep. Overlooked. Might be true for other characters as well. Well Christie will be done by tomorrow, afterwards, all older characters will be checked in depth again.<br>

In order to maximize our punishes, we need to know the exact frame advantages of all the cross rushes in the game.<div>Also, I feel, there are still some boost combos, that are hard to punish. Like Bison’s stmk x sthk etc. Correct me if I’m wrong, but cross rushes ending with sweep seems unchanged in 2013.</div><div>So, I think, this information is worth to have. What do you guys think?</div>

<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/17851/Gr1nGo">Gr1nGo</a> said:</div>
<div class=“QuoteText”>In order to maximize our punishes, we need to know the exact frame advantages of all the cross rushes in the game.<div>Also, I feel, there are still some boost combos, that are hard to punish. Like Bison’s stmk x sthk etc. Correct me if I’m wrong, but cross rushes ending with sweep seems unchanged in 2013.</div><div>So, I think, this information is worth to have. What do you guys think?</div></div>
</blockquote>

Everything on block is punishable pretty much. The only difference for Bison is the range afaik, but I can test that specific chain.<br>

<blockquote class=“UserQuote” style=“font-size: 10pt; font-family: Arial, Verdana; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”>
<div class=“QuoteAuthor”><a href="/profile/17851/Gr1nGo">Gr1nGo</a> wrote: <a href="/discussion/comment/8016735#Comment_8016735" class=“QuoteLink”><span class=“ArrowLink”>»</span></a></div>
<div class=“QuoteText”>In order to maximize our punishes, we need to know the exact frame advantages of all the cross rushes in the game.Also, I feel, there are still some boost combos, that are hard to punish. Like Bison’s stmk x sthk etc. Correct me if I’m wrong, but cross rushes ending with sweep seems unchanged in 2013.So, I think, this information is worth to have. What do you guys think?</div>
</blockquote><font face=“Arial, Verdana” size=“2” style=“font-size: 10pt;”><span style=“line-height: normal;”>
I think u need to go to training and figure that out for yourself.
</span></font><div style=“font-size: 10pt; font-family: Arial, Verdana; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”>Seriously, It will only take u a couple of minutes -__-  </div><div style=“font-size: 10pt; font-family: Arial, Verdana; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”>Here’s how I would do it tho:</div><div style=“font-size: 10pt; font-family: Arial, Verdana; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”>- Pick Bison as the dummy</div><div style=“font-size: 10pt; font-family: Arial, Verdana; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”>- Record and do; neutral jump, dash x 2, cr.MP x 2, st.MK x st.HK and hold back for 2 to 3 seconds.</div><div style=“font-size: 10pt; font-family: Arial, Verdana; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”>- Replay and try to punish.</div><div style=“font-size: 10pt; font-family: Arial, Verdana; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”><br></div><div style=“font-size: 10pt; font-family: Arial, Verdana; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”>U don’t have to neutral jump and dash 2 times, I just do it to give myself a visual cue. It will also remove the need to position yourself because the dummy will automatically dash towards you.</div><div style=“font-size: 10pt; font-family: Arial, Verdana; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”>You do two cr.MPs to create distant between you and the dummy, making the st.MK x HK well spaced and harder to punish. </div><div style=“font-size: 10pt; font-family: Arial, Verdana; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”>You hold back for 2 seconds or longer so that your dummy will block everything, including supers.</div><div style=“font-size: 10pt; font-family: Arial, Verdana; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”><br></div><div style=“font-size: 10pt; font-family: Arial, Verdana; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”>Not every boost chains is going to be punishable by every single characters in the game, but the general rule of thumb is that all boost chains are unsafer now, making them less reliable (braindead) than before.</div><div style=“font-size: 10pt; font-family: Arial, Verdana; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”><br></div><div style=“font-size: 10pt;”><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>EDIT: figuring these things out on your own will also help you to use these ‘punishers’ more consistently, than to just look it up and read it on the internet.</span></font></div><div><font size=“2”>EDIT EDIT: Sorry If I sound like a douche. Maybe u already went to training, it’s wrong from me to assume you didn’t, but I’m just trying to help :P </font></div><div style=“font-size: 10pt; font-family: Arial, Verdana; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”><br></div><div style=“font-size: 10pt; font-family: Arial, Verdana; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”><br></div><div style=“font-size: 10pt; font-family: Arial, Verdana; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”><br></div>

What’s the throw tech window in this game?<br>

<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/12740/ilitirit">ilitirit</a> said:</div>
<div class=“QuoteText”>What’s the throw tech window in this game?<br></div>
</blockquote>

<i>Looks </i>like 7F.<br>

The guide said it was 5f, but I wonder if they might have extended it to 7f in 2013.

<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/16448/Dr.%20Grammar">Dr. Grammar</a> said:</div>
<div class=“QuoteText”>The guide said it was 5f, but I wonder if they might have extended it to 7f in 2013.</div>
</blockquote>

It’s perfectly possible that it is 5F. The “zoom in” doesn’t occur until frame 8 after the throw connects tho (at least for any character I’ve tested). That’s why I said it “<i>looks</i>” like^^<br>

<font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>I know that the tech buffer window is 12 frames in SF4 tho, I’d think they wouldn’t change it in SFxTK but who knows lol.</span></font><div style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”><br></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>http://wiki.shoryuken.com/Super_Street_Fighter_IV_AE/Universal_Abilities</span></font><br></div>

The guide said the tech is possible in 12f after the opponent presses throw button, or 5f after throw connects. Like Ralenzo said, it’s more likely that the 12f window is kept consistent, and since the throw got sped up, it may have been automatically changed to 7f after throw connects.<br>