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

So is the other stuff I pointed out lol. King’s giant swing ONLY hits standing, not crouching/airborne and high tiger shot is specifically tagged to not hit crouching characters (which is why Bison can slide under them despite his tall hurtbox)

O I almost forgot, it seems as though LK and EX Ruffian Kick aren’t crushed by launchers despite being low attacks. I guess it’s cause they are standing lows?(seriously wish they had made Cody’s close s.LK a low, it’s one of the lowest hitting attacks in SF4 with a hitbox that hits lower than even Ibuki’s c.LK and one of only 4 standing normals in the game that can hit blanka out of his coward crouch.)

@Eternal
Do you intend to report the glitch to Capcom? (for both AE / SFxT). Please do so!

@zukuu I plan to report ALL of them. HP Badstone level 2 and 3 frame data issues, far s.MK with knife hurtbox/hitbox differences, b.MP can’t be counterhit in SF4, f.HK isn’t airborne in SF4 but has an empty state setting that covers the frames it is airborne in SFxT, can’t release badstone between charge levels because they setup the “flow” section incorrectly, has different recovery time for a badspray from face down than he does from face up.

Honestly, Cody is a bit of a mess in SF4.

I’m waiting for dem EH news, that’s why. Don’t take too long, AE has a patch in the works, so that is probably the last chance of fixing it.

Haven’t tested to confirm, but the guide doesn’t list Blanka’s EX rolling attack as having projectile invulnerability like it had in SF4. It also lists invulnerability frames on his EX back step roll, but doesn’t list which frames have the invulnerability.

Funny that you mention that. Street11 and me were talking just 2 hours ago about Blanka’s EX attack’s properties and while I write this, the game loads in the background so I can test it (PC version tho). ^^

I’ll look into invincibility frames for all DLC characters. At least strike invincibility. But before that, I’ll time how many charge frames are required for Blanka’s attacks.

Mhhhh… Guide lists Guile’s Flash Kick charge time with 47F down charge. However, I can’t confirm this (and btw, the guide misses A LOT of charge time for all sorts of attacks).

Macro:
_cw55^cua

_c = press down and hold
w55 = wait 55 frames
^c release down
u = up
a = LK

Since the release happens ON the 55th frame, that means it requires a charge of 54 frames.

Charge Times:
Abel
Shoulder Tackle: 49F back charge
Super Art: 49F back charge

Blanka
Rolling Attack: 54F back charge
Backstep Roll: 54F back charge
Vertical Roll: 54F down charge
Super Art: 54F back charge

Balrog
Dash Straight: 54F back charge
Dash Low Straight: 54F back charge
Dash Swing Blow: 54F back charge
Dash Upper: 54F back charge
Dash Low Smash: 54F back charge
Buffalo Head: 54F back charge (+7 frames)
Super Art: 54F back charge

Chun Li
Spinning Bird Kick: 54F down charge

Dudley
Thunderbolt: 54F down charge
**Guile: **
Flash Kick: 54F down charge (+7 frames)
Sonic Boom: 49F back charge
Super Art: 49F back charge

M. Bison
Head Press: 54F down charge
Devil Reverse: 54F down charge
Psycho Crusher: 54F back charge
Scissors Kick: 54F back charge
Super Art: 54F back charge

Vega
Rolling Crystal Flash: 59F back charge
Scarlet Terror: 41F down charge (+7 frames)
Sky High Claw: 41F down charge (+7 frames)
Flying Barcelona Attack: 41F down charge (+7 frames)
Super Art: 41F down charge (+7 frames)

<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/17033/zUkUu">zUkUu</a> said:</div>
<div class=“QuoteText”><a href="/profile/Dr">@Dr</a>.Grammar<br />
<br />
Bob check up done<br />
<br />
<b>Bob</b><br />
LP > LK > LK: On Block -13 (-12)<br />
Perfect Press: On Block -13 (-12)<br />
LP Cracker: On Hit -5 (0)<br />
LP Cracker: On Block -22 (-17)<br />
EX Cracker: On Block -17 (-31)<br />
Cracker Jacker: On Block -10(-9)<br />
Spiral Rocky: On Block -15 (-27)<br />
Super Art: Start Up 23F (24) </div>
</blockquote>

Nice!

I also noticed that his special step is one frame longer than noted (33/34/37/28).

What does this (+7 frames) mean? Where are these frames?

The guide lists those charge move with 7F charge time less.^^

e.g
Flying Barcelona Attack: 34F down charge
which is wrong.

Flying Barcelona Attack: 41F down charge (+7 frames)

Some corrections on some of the SF side.

Cammy
cr. HP: Not Cancellable

Hugo
Giant Palm Breaker (all versions): Hit counts as projectile

Poison
cl.mp: Damage distribution should be changed to 40,30, it’s listed as 35x2

Rufus
cr.hp: Not Cancellable and crumples on standing counterhit

Sagat
cl.hk: 1st hit SM,EX,SA,CA
High Step Kick: Damage should be changed to 120 and has the same cancel properties as LSK,
EX Tiger Knee: -2 on block, They did mention it was -3 at first but the final decision was -2, (Ken’s super and Ibuki’s grab punishes it but not DP’s.)

Sakura
Jump Forward MP: SM, EX (Shunpukyaku), Trial 19 anyone?

Vega
cr.hp: Start-up 5F, Doesn’t seem to link after PoM apparently (which is +4 on hit)

I might look more into these soon, but I’m sure i’m right on what I’ve listed. It’s definitely coming through nicely though. :slight_smile:

That’s very odd. Yesterday when I was checking spelling and stuff Sakura absolutely had SM,EX as cancel in j.MP.

Anyways, I’ll change them. Thank you for reporting them.

It’s definitely -3 video wise, but I wasn’t able to punish it with Sagat EX and Ken HP srk either. Might be the same thing like Ogre’s uf-string, where he can’t move but is able to block during part of the recovery.

I hope street11 can verify this.

Tested the overhead behavior of the SF cast (+the first tekken characters up to Heihachi)

standing / crouching
Abel: cl.hk: -3/+1
LK Wheel Kick: 21 start up +4 on standing +6 on crouching. +1/+3
MK Wheel Kick: 25 start up +4 on standing +5 on crouching. +2/+3
HK Wheel Kick: 28 start up +4 on standing +5 on crouching. +2/+3
EX Wheel Kick: 19 start up +4 on standing +6 on crouching. +2/+3
Akuma: f.mp +4/+2
Dhalsim: f.lp hits 2F later (17)
Guile: f.mp +4/+2
Hugo: d,d,mk hits 2F later (19F) +3/+5
Ken: f.hk 0/-1 b.MK +2/0
Ryu: f.mp +4/+2
Vega::df.mk +4/+2

are you sure elena’s LK scratch wheel crushes airborne? perhaps only in later frames? i managed to reliably stuff it on the ground in training w/ a late kuma j.hp.

Of course I’m not ^_^, but I wasn’t able to hit her out of it during the start up. If you say otherwise, I’ll remove the note. Maybe it has crushing airborne on partial parts of her body? or just a good hit box?

i did a 5(?)f safe jump into quickrise -> reversal lk scratch and got counterhit on the ground.
i’m not overly familiar with the system, do other moves have only partial airborne crushing hurtboxes?
i suspect that it’s just got a crazy hitbox, actually, because i can trade vs. really strong jumpins during the later active frames.
or maybe it just has airborne crush property during mid active frames …

Many moves (normals tho) got partial air crush. “invincible leg + arm” etc.

I’ll remove the note. I think it has just some general invincibility frames but I’m not sure so I scrap it. If you want to test if it has some (grounded, airborne, or strike in general, projectile and/or throw invulnerability) I’d appreciate it.

ok, i did a little more testing.

i think lk scratch wheel just has upper body invincibility during grounded frames, then transitions to a healthy hitbox when she’s in the air.
no non-ex version of scratch wheel has throw invincibility. i don’t think MK or HK are invulnerable at all.

w/ dhalsim as training buddy:
knockdown -> meaty slide = beats lk scratch
knockdown -> meaty drill (hits at feet) = beats lk scratch
knockdown -> meaty b.hp = loses to lk scratch
knockdown -> meaty b.mk = loses to lk scratch
jumping HP will sometimes trade, lose, or beat lk scratch when she’s airborne depending on timing and such (don’t think it crushes air during active frames)

w/ sagat as training buddy:
knockdown -> meaty low tiger = beats lk scratch
knockdown -> meaty high tiger = beats lk scratch
knockdown -> meaty nj.mk = beats lk scratch
knockdown -> meaty c.mp, s.hk = loses to lk scratch

w/ elena as training buddy:
knockdown -> meaty round arch (b+hk) = beats lk scratch (hitspark is on her feet!)
knockdown -> meaty c.mp = beats lk scratch
knockdown -> meaty slide = beats lk scratch
knockdown -> meaty s.hk = loses to lk scratch
knockdown -> meaty j.rh = loses to lk scratch (prob doesn’t go low enough to hit hurtbox)

Thanks! good work :slight_smile:
I’ll add “upper body strike invincibility frames” then.

@zUkUu
Couple things I’d love for you to check for me:

  • Lars boost st.mk>far st.hk and st.mk>cr.hk boost frame data. I’ve been using the latter a lot because it pushes back a fair bit and raw cr.hk is neutral on block so it feels like it’s pretty safe.
  • Ogre Infinite Kick combo. Tonight in endless a friend used this string and on multiple occasions somewhere early in the string a kick beat CLEAN a Hwo mk dp and sailed through Jin’s swaying willow. It looks like it has some special kind of special crush/invuln frames. Wondering what is the best way for me to test this out for myself would be.

Thanks in advance for any help on this.