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

You can find active frames with meaty setups. You can find blockstun from frame counting if you can differentiate between impact freeze and blockstun. You can find recovery if you can find blockstun.

Gilley would be able to explain better I think.

I understand if you don’t want to do it, but that just means the frame data will have to be filled out by people in the lab. It’s not impossible by any means, it’s just tedious.

The frame data doesn’t tell me something like the frame (dis)advantage on Dudley’s s.hk xx lk ducking. If I knew the recovery on s.hk and its active frames, I could figure it out from the data.

We know of the ways of acquiring them (at least for most stuff), but it’s simply too time expensive. The info you get is simply not crucial enough to warrant that investment. Since it’s almost impossible to get the active frames for everything (in particular target combos) it would look bad since there would be various entries missing.

If someone want to know some specific stuff (ala cl.hk xx lk ducking) I can always do that manually if someone requests it.

If you feel like it, testing cl.hk xx lk ducking for me would be great. If you feel like doing cr.mp xx lk ducking while you’re at it, that would be awesome (I expect this to be punishable).

Also I think Dudley’s s.hk does 75 damage, not 90.

While I’m not sure that is the reason they did it or not (I’m more inclined to believe that they simply fucked up knowing Capcom.) it didn’t stop them from doing it the right way in Alpha 3. Which also had more levels of strength for badstone (and Badstone was in general a much more powerful move. It had a higher arc letting it be used as a sort of anti air and go over a lot of fireballs. It had the highest stun and because of it’s speed it had the highest damage when used mid/full screen since fireballs in alpha 3 lost damage the longer they were on screen. You could throw a badstone over a hadoken at max screen and even if the hado hit you you’d do more than 3x as much damage to Ryu. Plus the bonus damage you gained for charging was a ton) though tbh, V-Ism Cody in SFA3 was by far the most effective appearance of Cody in the SF series to date including SFxT 2012 IMO

He also had his godlike dodge and infinities! I’d actually like Zonk if they would remove the stupid input for it >_< Make it Lariat like and it would be a good move.

Even ignoring the infinites. The dodge mechanic was sooooo much better than Zonk which btw wasn’t even meant to replace it. Originally Cody was going to have an alpha counter in SF4 and Zonk is called “Zero Counter” in his files but they changed it at some point. I’d take 200 less stun in SF4 in exchange for the return of dodge (which would put him at 850 stun tied with Akuma for lowest). That thing was so much more interesting and made up for Cody’s lack of defense/speed.

Also if you liked Final Fight his FF chain combo was in tact in X-Ism form! Seriously, not giving Cody his own unique FF chain in SFxT with everyone having LMH chain combos and with how much Final Fight is represented in SFxT (Only character missing that has been in an SF game and FF is Maki) was a huge misstep IMO :frowning:

/offtopicrant

I know that it was originally implemented, but they scratched it pretty fast because it was just broken. At least that’s what I’ve read somewhere at some point in an interview.

Random Edits:

-Abel: EX Wheel Kick does not Ground Bounce

… I forgot the other one… :frowning:

@Kikuichimonji

cl.HK xx LP Ducking is 2/-3

Is Alisa’s s.Hp crush vs air attacks…? Because I’ve never been stuffed out of it even vs a late King jHP.

Well, sort off.

Here’s a question for you: how long is the window to do an alpha counter after blocking a move?

I think during all of the “block stun” frames.

It’s any time during those blockfreeze frames (Brady Guide calls it “hitstop”). It’s those frames in which both characters freeze after an attack makes contact with the opponent. Most light normals should have 8f, medium strength normals 10f, and heavy strength 12f. Blockfreeze for specials and unique attacks may vary (eg. Each hit of Xiaoyu’s HK Flower Power has 14 blockfreeze frames, while each hit of Rolento’s patriot circle has 3f), but most should be around 8~14f.

zUkUu will you add dash frames for DLC (and possibly non DLC) characters onto the google doc? Maybe even a general movement page. Not that’s it’s necessary but it would be nice. =)

It’s on the TO Do list. Pre Jump Frames, jump duration, Health, Front / Back Dash, walk speed.

I’ll post some right now before zUkUu eventually does them:
Lars: 1000 Health, 17f forward dash, 30f backdash (8f invulnerable, 15f airborne, 7f grounded), 5f Earliest Charge Cancel Frame, 40f diagonal/vertical jump (4+36)
Lei: 1000 Health, 17f forward dash, 27f backdash (8f invulnerable, 11f airborne, 8f grounded), 5f Earliest Charge Cancel Frame, 38f diagonal/vertical jump (4+34)
Alisa: 950 Health, 44f diagonal/vertical jump (4+40)
Guy: 43f diagonal/vertical jump (4+39)
Jack-X: 1100 Health, 39f diagonal/vertical jump (?+?)
Elena: 41f diagonal/vertical jump (4+37), 4+41 for Super Jump
Christie: 950 Health

That’s all I found out while frame testing and reading patch notes.

Are we sure Guile’s cr.mp is +6 on hit (or 5f startup) ?

In Vanilla it was a 2f link. It feels tighter now so I believe either it’s +5 on hit or 6f startup. Not home to test.

can check that later. Feels normal to me tho.

It’s invul near the top, but not very low. So if the opponents hitbox is big enough, or you throw it late enough, it won’t work. Basically, you can’t throw it late.

It does always cause a float state though, which is nice.