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

You have 4 frames of recovery after the Pandora-freeze, if the patch notes from Capcom are to be trusted. I don’t think we’ve actually tested that though, but it seems right.

There isn’t. Beccause gief can just launch his SA right after and be unable to jump away. even in neutral state.

Pandora has a total of 4f recovery from my experience (didn’t record + frame count tho).
Not entirely sure about her falling rain.

Then that means people can jump away from gief’s Sa upon pandora…unless they changed that…

I think you may be testing it wrong. Gief’s super is 0 frames; that means if you aren’t jumping BEFORE the super-freeze, you’re going to get grabbed. Pandora has 4 frame start-up (it had 6 in 2012), so as soon as Pandora is activated, have the opponent jump; then super with Gief. You’ll see that they’re able to jump away, since the opponent enters pre-jump frames before the grab comes out, and you can’t throw a character out of their pre-jump frames.

What I mean is…jump after pandora is activated since it has 4f recovery which means to me that even after gief goes into pandora he can’t activate his SA right away to catch the opponent without them jumping away.

So,in theory,if I do pandora after the fallinf rain as fast as posible,I should be able to do a 5 frame super (as Asuka c.HK has 9 frames startup,so let’s say that it has 9 frames of advantage)? Because I tried a lot of times and I can barely manage to connect a frames super

Ok,after a few tests I belive that it’s not the frames,but the hitboxes of the supers and their juggle capacity,Lei can do it pretty easily while Steve can’t at all and I belive no one can if Asuka do any juggle hit other than the falling rain.Any one can give the hitboxes of characters supers please?

OK,I’ve tested more,I belive that the advantage that you have after pandora is +7,so the advantage after falling rain would be something around +12,more or less
I just tested this with the ex version as the normal version doesn’t have as much juggle potencial as the ex

Corrections:
Cammy
-Hooligan Combination > Cannon Strike: entry does not exist

Cody
-Criminal Upper LP: damage 60,20x3
-Criminal Upper MP: damage 50,20x4
-Criminal Upper HP: damage 40,20x5
-Criminal Upper EX: damage 40,20x6

Dudley
-Machine Gun Blow LP: damage 20,10,50
-Machine Gun Blow MP: damage 20,10x2,50
-Machine Gun Blow HP: damage 20,10x4,40
-Machine Gun Blow EX: damage 10x6,30

Guy
-Crouch HK: later active frames no knockdown

Ibuki
-Target Combo 8: can be started from boost combo with Close HP or Far HP

Rolento
-Patriot Circle: damage 10x4
-Patriot Circle 2nd: damage 15x4
-Patriot Circle 3rd: damage 20,20,15
-Patriot Sweeper: name is wrong

Alisa
-Destructive Stand LP: damage 8x5
-Destructive Stand MP: damage 15x5
-Destructive Stand HP: damage 30x3
-Destructive Crouch LP: damage 8x5
-Destructive Crouch MP: damage 20x3
-Hertz Blade Flare: damage 20,20,40
-Quick Access: damage 15x4
-Lost Access: damage 6x2, 20x4
-Thruster Right: damage 15x6
-EX Thruster Right: damage 20x6

Bob
-(far) MK > MP: cancelable into BC,LA
-Pound Cake: active frames: 2,2 / 1st active frames whiff airborne opponents, 2nd active frames cause ground bounce
Proof:

Spoiler

http://i.imgur.com/37ggTKs.jpg

http://i.imgur.com/BuCF575.jpg

http://i.imgur.com/LLkxK2I.jpg

-Apres Sweep: name is wrong (also in command for Cutting Coppa)

Christie
-Twister Sweep: name is wrong

Hwoarang
-Flamingo HK: does not always whiff crouchers (test on Hugo)
-all MP/MK strings: can be started from boost combo
-Reverse Kick / High Kick Combo / Low & High Kick Combo / Quick Kick Combo / Fire Storm: Hold f to end in Flamingo Stance
-I suggest adding entries for the stance transitions that we discussed on page 1 and just fill in recovery and advantage columns

Jack-X
-HP Rocket Uppercut: damage 100,40

Jin
-Right Sweep: name is wrong

Kazuya
-Rising Sun > Sweep: name is wrong

Nina
-Left Right Combo: cancelable into BC,LA
-Left Right Combo to Spider Knee: cancelable into BC,LA (counts as medium attack)
-Bermuda Triangle: cancelable into BC,LA
-Blonde to Uppercut: cancelable into BC,LA
-High to Spin Low Kick: can be started from boost combo
-Flash Kicks (last hit): can also be done from 1st or 2nd hit
-df+LK > MP: cancelable into BC,LA
-df+LK > MP > d+LK: cancelable into BC,LA
-Creeping Snake to Left Low Uppercut: cancelable into BC,LA

Ogre
-Crouch MP: 22 recovery (hitstun/blockstun should be 25/16)

Wow. thanks for the list. I’ll change things tomorrow. However, splitting the damage only makes sense if you can actually hit with the later hits alone. I dunno if it’s that’s the case for HP Rocket Uppercut for instance. I think it’s only 2 hits if it hits and always connect with both. Not a fan of too much splitting anyway. E.G. Dudley’s MGB. I don’t think it adds much information, but makes reading it unnecessary difficult.

Hooligan Combination > Cannon Strike is noticed as cancel for holigan combination. I think the frames mirror the normal cannon strike.

Jack-X’s Rocket Uppercut often only juggles with the 1st hit at the end of combos, so I think that is relevant. Several of Alisa’s chainsaw moves are cancelable on every hit or can juggle partially, so those are relevant as well. I’m not too sure about the other characters, since I don’t really play them.

Capcom’s patch notes said that the Cannon Strike from Hooligan has more recovery and less hitstun than the normal version, though I haven’t checked myself.

Edit: Even though I’m not sure about juggling with Cody’s tornados, I know they can work as anti-airs, which only gets part of the damage. (They stay active so long that they beat out Hwoarang’s EX divekick. :frowning: )

@Dr. Grammar

TY for all the corrections.

I can, however, confirm that Ogre’s cr.MP is 12/2/21 and not 22f recovery. I tested this on whiff.

If you hit/block somebody however, it might get confused to have 22f recovery because the attacker has 1f less blockfreeze frames than the defender, thus being able to move 1f earlier.

I figured there was something wrong with Ogre’s cr.MP because it combos into HP Waning Moon, which is supposed to hit on frame 25 (9+2+14) and also because standard blockstun for medium attacks is 16. I’m pretty sure something is wrong here, in any case.

Edit: Come to think of it, cr.MK also shouldn’t be able to combo into MP Waning Moon by this data (but it does). It didn’t occur to me to check that before.

Yes. Like I said, the attacker has 1f less blockfreeze (and I assume hitstop too), so Ogre can actually move for 1f while the victim is still frozen in hitstop before hitstun applies, which allows 25f start-up moves to combo even though it has 24f hitstun.

Ogre’s normals are already weird if you look at his frame advantage (usually it’s 20f/16f for a medium attack unless there were changes post-2013)

Cody can’t do badspray from a wall bounce even though that is a techable knockdown. Also I dunno of any face down knockdowns that are techable that aren’t off of a wallbounce but looking at the data files it looks like the bug for Cody’s badspray having an extra 20F of recovery still exists, however they flipped which version it’s on. In SF4 he has 20F extra recovery on a face UP knockdown badspray in SFxT he has 20F extra recovery on a face DOWN knockdown badspray. As I said though, I dunno any techable face down knockdowns other than wall bounces so I can’t test this because Cody can’t do badspray after a wallbounce at all (Tested only with Guy’s EX Hozanto and Julia’s EX Dash punch. Feel free to test others.)

:frowning:

Hey Zuk I think you have an error with Juri’s Sekku (overhead). It’s still +3 on hit and not link cancelable. Because I can still link cr.mp after a CH sekku.

Tested f.mk again and verified that my values are correct. I don’t know what causes the difference for you. It’s +4 on CH regardless of standing or crouching. Which system are you on?

I’m able to link cr.mp after sekku. it’s a 1frame link. I’m on ps3. It’s still +3. And I know it’s not link-cancelable either. So…CH gives +2 on hit so…has to be. because I’m hitting easily her 4f normals with ease (2f links).

What makes you think that it’s not link-cancelable? I’ll macro it on PC and see if it is.

Because Ken’s SA is still able to hit me if it’s blocked and guy’s Sa can’t hit me either. Least I’ve come to that conclusion besides 0f links require perfect timing and I was hitting cr.mp from CH sekku fairly easily with no plinking. if that’s 0f linking then that’s not exactly difficult.

I don’t doubt you…but my screen says otherwise.