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

Yea
Level one does 50 (pretty much just tap)
Level two does 70 (fireball grows a little in her charge stance)
Level 3 does 90 (fireball shines when you can release or auto release)

Is that in SF4 as well? I swear I thought she only has normal => charged.

Will check that out today or tomorrow.

edit:
Macro Test on PC version:
14F-22F charge time has level 2.
23F+ charge time for level 3.

SF4 Frame Data

[details=Spoiler]Hadoken (Lv1) HL 60[4060] 75 10/20 su 15 71 Total 48 -7 -3 Fireball 14f from button release, (something about canceling)
Hadoken (Lv2) HL 80[50
70] 100 10/20 su 13+14 71 Total 56~ -3 +1 Fireball 14f from button release, (something about canceling), charge 13~21f
Hadoken (Lv3) HL 120[60*80] 150 10/20 su 39 44 Total 64 +1 +5 Fireball 14f from button release, (something about canceling), charge 22f
[/details]

Yeaaaaaap. The recovery on her level 2 and 3 fireball looks faster than level 1 as well.

Ah ty for the info so far.

Well AE charge time seems to be 1F faster. I dunno if the AE data is valid for the charge time as well and I count wrong or if they added 1F.

My macro looks like this:
c.cf.f_qw23^q.

c.cf.f = qcf
_q = First frame of Light Punch (and hold)
w23 = Wait 23 Frames
^q = release Light Punch

That makes it 23F charge time or not? w22 and she does lvl 2.

Anyone an idea?

@street11 @eternal

edit:
mhhh when the button release is ON the 23rd frame, then it excludes it for “charge” frames, doesn’t it? Then the numbers match.

Mystery Solved!

http://static.tvtropes.org/pmwiki/pub/images/case_closed.gif

Well it went from frame data to engineering…
Also zUkUu Alisa’s (EX)dual boot can be followed up with her cr.Hp as well. But it’s considered the boost chain cr.hp/st.hp (des) so you can EX SS the first hit of the cr.hp I’m not sure how to word the shortcuts in frame data form though. Maybe BC des?shrugs

well HP = s.HP, c.HP :stuck_out_tongue:

Now I hope this whole time you were using lvl2 fireball’s frame data unknowingly and lvl3 is amazing like it was in AE…

Seeing I just kept the button pressed until auto-release… I wouldn’t hold my breath :3

Asuka
s./cl.MP: On Block -3 (+2 according to 1.08)
c.MP: On Block 0 (+3 according to 1.08)
c.MK: On Block -7 (-8)
c.HP: On Hit -7 (+3)
Leg Cutter (f.lk>df.hk): On Hit -8 (-2)
Leg Cutter (df.hk): On Block -6 (-2)
EX Exorcisor: Start Up 14F (15)
EX Mist Palm Thrust: On Block -1 (-7)
EX Double Lift Kicks: Start Up 10F (11)
EX Sweep Throw: Start Up 10F (11)
EX Onikubigari: Start Up 18F (19)
EX Onikubigari: Damage 190 (180)

Leg Cutter (df.HK) was in patch notes. I had missed it :frowning:

both?

Well this makes me sad.

Oh sry never mind. I was confused for a minute there. Patch notes only mentioned Leg Cutter 2nd hit, but not the 1st hit. Please disregard that post.

are you sure about c.MP being 0 and not +2?

If it is actually 0… lol… poor Asuka.

Do you doubt me?! :<

Still combing through the cast for any missed move properties, none so far. Trying to get my Yoshimitsu/Kuma team in shape for the tournament being streamed by SRK live tomarrow.

Ken’s Fierce DP has no invincibility at all. That note should be removed from the spreadsheet whenever you get the chance.

Where was that stated?

In the 2013 the changelog.

• L. Shoryuken - 1~2F full invincibility changed to lower body invincibility

  • Floats higher on hit
  • Damage 80->70
    • M. Shoryuken - 1st hit block stun reduced by 10F
  • Screen freeze reduced by 5F
  • Push back on block reduced / 2nd hit no longer hits crouching opponents
    • H. Shoryuken - Full invincibility after startup removed / Hit box of 1st hit enlarged / Damage 150->130 / Increased air combo juggle counter.

I can also verify it, since I play Ryu/Ken as a team. His Heavy DP has no invincibility whatsoever, but he makes up for it for being safe when u tag cancel.

I did my own testing.

Asuka’s c.MP is infact 0 and her s.MP is punishable.

And you guys wonder why I don’t trust Capcom’s notes.