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

Law
c.MP: On Block +2 (+3)
Machine Gun Arrow (all hits): On Block -3 (-2)
LP>b+MP>b+MP: On Block -8 (-7)
MK Somersault Kick: On Block -4 (-5)
HK Somersault Kick: On Block -4 (-5)
EX Somersault Kick: Start up 16F (7)
HP Fist Fury Rush: On Hit knockdown (hard knockdown)
EX Fist Fury Rush: Start Up 16F (17)
EX Shaolin Spin Kicks: Start Up 11F (12)
Cross Art: Start Up 10F (9)
Cross Art: Full body invulnerability frames 1-10 (1-9)

Lili’s Feisty Rabbit,cancelabel into itself,and…
Sorry,I can’t explain well in English.
Please watch this video.

That’s interesting, dunno if that was known already. That’s some nice tech.
I’ll add a note to indicate that you can cancel the recovery into another Feisty Rabbit. Tho, it seems you can cancel the second Feisty Rabbit into SM,EX,SA,CA.

Omg, Lilie took me all day… >_> HOW CAN YOU BE SO BAD BRADY GUIDES?

Lillie
s.LK: On Hit +5 (+4)
f.LK: On Hit 0 (-1)
Heavy Languish Beat: On Block -11 (-10)
Peacock Jive: On Hit knockdown (hard knockdown)
Feisty Rabbbit (all versions): Cancaelable into itself.
EX Feisty Rabbit: Start Up 16F (17)
EX Angle Knee: Start Up 6F (7)
Angel Knee Ascension: Jump cancelable
Angel Knee Ascension: On Block -11 (-)
LK Sunflower Lance: On Hit -3 (-4)
LK Sunflower Lance: On Block -5 (-6)
MK Sunflower Lance: On Hit -4 (-5)
MK Sunflower Lance: On Block -6 (-7)
HK Sunflower Lance: On Hit -6 (-7)
HK Sunflower Lance: On Block -10 (-11)
EX Sunflower Lance: Start Up 16F (17)
Divine Step: Start Up 27F (24)
Divine Step: On Block -20 (-17)
LK Air Spine Shot: On Hit +9 (0)
LK Air Spine Shot: On Block +2 (-7)
MK Air Spine Shot: On Hit +16 (+6)
MK Air Spine Shot: On Block +8 (-2)
HK Air Spine Shot: On Hit +11 (+1)
EX Air Spine Shot: On Hit +21 (+20)
EX Air Spine Shot: On Block +11 (+10)
LP Dendrobium: Start Up 4F (5)
MP Dendrobium: Start Up 6F (7)
HP Dendrobium: Start Up 10F (11)
EX Dendrobium: Start Up 6F (7)
Super Art: Start Up 9F (8)

Marduk
EX CADC: 6F (5)
c.MK: Start Up 9 (10)
c.MK: On Hit -2 (-6)
c.HK: On Block -36 (-37)
Left Right to Gut Check: On Block -15 (-14)
Left Right to Power Elbow: On Block -5 (-4)
EX Gator Slam: Start Up 6F (7)
EX Northern Lights Suplex: Start Up 4F (5)
EX Double Leg Takedown: Start Up 8F (9)
Super Art: Start Up 3F (4)

Wait, so Christie IS invincible on frame 1 of EX Wheel Kick? I thought someone said it was supposedly at frame 5 or something…

I didn’t test early frames. Will do in a moment.

I remember saying that a long ago

5-14 seems correct.

Nina
EX CADC: 4F (5)
c.LK: On Hit 0 (+1)
c.LK: On Block -4 (-3)
c.MP: On Block -2 (0)
c.HK: On Block -8 (-7)
Bermuda Triangle: On Hit +4 (+5)
LP Blond Bomb: On Hit 0F
HP Blond Bomb: On Hit hard knockdown
LK Geyser Cannon: On Block -7F (-6)
MK Geyser Cannon: Start Up 18F (15)
MK Geyser Cannon: On Block -7F (-6)
Backhand Slap: Start Up 9F (22)
EX Backhand Slap: Start Up 9F (28)
Super Art: Start Up 12F (11)
Cross Art: Start Up 9F (8)

EDIT: wrong thread

Ogre
Backdash: 18F (21)
s.MP: On Block +2 (+3)
s.HP: On Block -7 (-8)
s.MK: On Block -3 (-2)
s.HK: On Block +1 (+2)
cl.HK: On Hit -5 (-4)
cl.HK: On Block -11 (-10)
LP > MP: On Block -11 (-9)
f+HK > HK: On Hit -11 (-10)
f+HK > HK: On Block -15 (-13)
f+HK > HK > HK > HK: On Hit -11 (-10)
f+HK > HK > HK > HK: On Block -15 (-13)
EX Waning Moon: Start Up 9F (10)
HP Ancient Power: Start Up 9F (10)
HP Ancient Power: On Block -25 (-26)
EX Ancient Power: Start Up 9F (10)
EX Blazing Kick: Start Up 8F (9)
EX Blazing Kick: Full body invulnerability 1-7F
EX Owl’s Hunt: Start Up 24F (25)
Indigo Punch EX: Start Up 19F (20)

Paul
EX CADC: 5F (6)
s.hp: On Block -7 (-8)
c.hp: On Block -13F (-16)
LK Shredder: On Block -4F (-3)
EX Shredder: Start Up 6F (7)
EX Sway Start Up 30F (31)
EX Mountain Raze: Start Up 14F (15 according to 1.08 notes)
EX Mountain Raze: Full body invulnerability 1-16F (1-17 according to 1.08 notes)
EX Smasher: Start Up 11F (12)
EX Mortar Punch: Start Up 23F (24)
Super Art: Start Up 8F (7)
Cross Art: Start Up 10F (9)
Cross Art: Full body invulnerability 1-11F (1-10)

We’re nearing the end. Only 4 characters left.

great work dude.

Raven
s.HK: On Block -5 (-10; wrong translation)
c.MK: On Block -5 (-4)
EX Crossed Ninja Stars: Start Up 15F (16)
EX Crossed Ninja Stars EX (air): Start Up 14F (15)
EX Alter Ego (LK+MK): Start Up 17F (18)
EX Alter Ego (LK+HK): Start Up 23F (24)
EX Alter Ego (MK+HK): Start Up 20F (21)
Wind Cross 2nd hit: On Block -39F (-38)
EX Wind Cross: Start Up 7F (8)
Cross Art: Start Up 8F (7)

three to go!

I’m getting confused about how the input windows for boost combos work in this game. I thought the window was just the same as the active frames of the attacks, but I’m not so sure anymore. Could we perhaps figure out the input windows for the following:

Julia: cr.MK~st.HK
Rolento: st.MK~st.HP
Bob: st.MK~st.HK
Bob: st.LK~cl.HP

Julia: c.MK~s.HK Input window 2-25F after c.MK input.
Rolento: st.MK~st.HP Input window 2-23F after s.MK input.
Bob: st.MK~st.HK Input window 2-26F after s.MK input.
Bob: st.LK~cl.HP Input window 2-20F after s.LK input.

You can input as early as on frame 2 for any chain no matter if L>M or M>H or L>H. The second move also has no impact on the behavior of the chain window. It doesn’t matter if you chain into cl.MP,cl.MK, c.MP, c.MK, cl.HP, cl.HK, s.HP, s.HK, c.HP or c.HK.

As for how to calculate the time window from looking at the frame data, the general formula is
** Start Up + Hit/Block freeze + Active frames -1**
For Bob’s s.MK that means 8F start up, 10F hit freeze + 9F active frames, so 8+10+9-1 = 26.
For Bob’s s.LK that means 8F start up, 8F hit freeze + 5F active frames, so 8+8+5-1=20

If you want the actual “duration” you need to deduct another 1F since the window starts on the 2nd frame, meaning the actual input window is 19F “long”, ranging from frame 2-20F.

This should be universally applicable. All Ls have 8F hit/block freeze, all Ms 10F and all Hs 12F. There might be exceptions tho. I confirmed all your examples via recording and macro timing the inputs as well.

The window is the same on hit and on block. You can delay the input so some chains don’t even combo anymore (ala Bob’s s.MK~s.HK), but that depends on the start up of the second move as well.

I hope I answered your question to your satisfaction. :slight_smile:

Thanks for looking into it for me. The thing I’m confused about is, if you can delay a chain until the end of a move’s active window, shouldn’t it be possible to delay Bob’s st.LK~cl.HP chain enough that it does not combo? st.LK has 16 hitstun and 5 active frames, and cl.HP has 13 startup, so this should be possible if my math is right. However, when I try to do it in-game, it always seems to combo.

I’ve looked at cl.HP during the chain and it seems to have a start up of 11F when chain canceled and it doesn’t seem to be influenced by the the timing of the input nor which moves it was canceled it from.

Wow, I never expected that. I suppose that solves that mystery, then.

Me neither. I think they have done that combos no matter the timing / move, being a “close” move. Either to help it connecting, or to prevent some frame traps. I’d wager that other normals have that property as well.