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

@TheoryFighter @Darkphyre
It’s done!

**HP, Forward walkspeed, backwalk speed, Forward dash, backdash, CADC, EX CADC prejump frames, neutral-, vertical-, and super jumps, **collected updated and ready for all characters, including all stances! Street11 did most of the work for this, so be sure to thank him if you see him. Enjoy!

-Walkspeed straight from the pc files, so no rounding BS or "measured visually taking akuma as prime example). The values are multiplied by 1000 tho. (E.G: Akuma has a walk speed of 0.055 - we list it as “55”). As you can see he is not alone with that speed, so the guide is straight wrong here.
-Ogre’s back dash is 18F btw! (guide lists 21)
-Steve’s EX CADC delay is only 2F. O_o

Nice! :tup:

Thank you,street11 and zUkUu.

You did a great job.

I have been updated japanese version.

So Chun Li is tied for the best walk speed forward and backwards and is also the one with the fastest forward dash! Man what a beast!

Also about the backward backdash frame data: How can Alisa’s forward and backdash only be separated by 5 frames? Is it because you can cancel backdash animation with block and it’s the recovery and not the animation that put in to numbers?

Forward dash:17
Backdash:31

Where do you get a 5 frame difference? O_o Have you by any chance looked at backwalk (22?) :smiley:

edit: Vega has the fastest backwalk speed.

Bleh, I guess my morning coffee hadn’t kicked in yet! And what is this nonsense I have been hearing about Dhalsim having a great backdash in this game?! He has one of the worst recoveries and doesn’t move back that much:/

Is it possible to find the different values of backdashes too? Distance, invincible frames, airborn/grounded frames etc? That way we could truly compare backdashes!

Bob’s st.HP seems to become active on frame 9 and hit standing characters on frame 10. If it has 5 active frames and is -3 on standing opponents, that would mean it has 19 recovery.

The first active frame looks like this:

http://i.imgur.com/kvF7MEM.jpg

@Dr. Grammar

Thanks. It certainly is active 1f earlier than what I measured against grounded opponents. Will fix it.

I think you should add a note about it hitting standing characters on frame 10 because otherwise it seems like the attack has an extra frame of hitstun/blockstun compared to the actual values.

done

King
EX CADC: 6F (7)
EX Running Jaguar Bomb: Start Up 9F (10)
EX Konvict Kick: Start Up 10F (11)
EX Giant Swing: Start Up 18F (19)
EX Tomahawk: Start Up 18F (19)
EX Reverse Arm Slam Combo: Start Up 12F (13)
Jaguar Step>Lariat: Can be EX and Super canceled
Super Art: Start Up 13F (12)
Cross Art: Full body invincibility frames 1-10 (1-9)

is there a possibility of you checking the block frames of boost combos?

I have done so for a few characters / moves already. If you want to know a specific chain, I can tell you how it fares frame wise. I don’t feel doing it for all characters tbh, as most chains are very unsafe anyway.

Kuma
c.LP: On Hit +2 (+3)
c.LP: On Block -2 (-1)
Swing Swung: Damage 150 (190 according to 1.08 patch notes)
Bear Smash: Start Up 18F (20)
EX Rock’n Roll Circus: Start Up 6F (7)
EX Megaton Claw: Start Up 16F (17)
EX Headbutt: Start Up 5F (6)
Super Art: Start Up 7F (8)

elena’s stand lk -> crouch hp?

@blackadde

~c.HP -7 / -13
~c.MK -4 / -8

~c.MK seems like it could be relatively safe due to its pushback. For comparison, Bison’s ~s.HK is -9 if I remember correctly.

Zukuu can you check what King’s ~St.Mk, ~Cr. Mk, And ~Cr. Hp is for me please :3
I know ~St.Mk is safe from a distance just want to know the exact frames.

@ShADoW_NoBODy

~s.MK -5 / -9
~c.MK -7 / -11
~c.HP -7 / -13

thanks dude!

Thanks :smiley: