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

Via macro timing I get the link to work on CH. 0F require as much perfect timing as any other 1F link. :wink:

Now the question is why you can get hit from Ken. Some SA’s behave strange when used with reversal timing. Not saying that it is the case tho (can’t remember which had this behavior, I think Ibuki’s and Marduk’s were 1F slower if used as reversal).

Will investigate with macroing Ken’s SA.

…but that 0link was easy…like really easy. There’s no way.

So you mean to tell me that I’ve doing cr.mp from CH sekku 0link since the beginning?

Probably. And again, any 0F link is just a 1F link timing wise, just at a *different *timing: 1F earlier. It’s the same as if it would be +3 on hit. It technically is, but only if you attack.

Also, I can’t block Ken’s SA either. Could probably mean that it’s only on hit link-cancelable. This game has so many glitches and bugs, it honestly wouldn’t surprise me if even those are inconsistent.

Ahhhh I getcha…So really if I attack it “technically” is +5 on hit for CH? O kay…I was going wth? I was confused…but it’s all cleared up now.

It says in the google spreadsheet that Rolento’s EX rekka has full body iframes from 1-19 but Im pretty sure that it only crushes non-low attacks and has throw invincibility, because Ive been cr.lkd and jump attacked out of it when trying to use it as a reversal

I’ve actually thrown rolento out of ex rekka before. IT’s because it’s a SC move and for some random reason sometimes there’s a delay betweeen the move activating and delaying (super charge), it’s like this with moves that can act as a reversal…sucks

It has to do with the super charge part of the move. It does have full invincibility frames 1-19, but if someone does a meaty cr.lk/cr.mk (like I did to you during one of our matches), if you don’t time it perfectly, you’ll be hit out of the super charge part of the move since you’ll still be holding the buttons, and the super charge part of the move doesn’t have any invincibility.

Alright that makes sense, thanks guys

Really dumb if you ask me.

Error report:

Ryu’s close HK is 50+50 damage currently listed as 90

Abel
-Forward Kick: 60 damage on airborne opponent

Juri
-Jump Diagonal MP: Knockdown on airborne opponent

M Bison
-Jump Diagonal MP: Knockdown on airborne opponent

Bob
-cr.HK>HK>HK: 1st hit whiffs on crouching opponent
-Granchi Cannon: Untechable knockdown

Hwoarang
-HK Hunting Hawk: Last hit causes techable ground bounce on grounded opponent
-LP/MP/HP Dynamite Heel: +5 on counter hit

Blanka EX Thunder is fully strike invincible.

Blanka EX Rainbow Roll has full invincibility, strike and throw, on startup.

Hwo’s H HK GB is techable on grounded opponents? that’s news to me.

I believe that’s only if the third hit, and only the third hit, connects while the opponent is still grounded (since I believe the other hits launch them so usually this doesn’t make a difference).

Ahhh I was just gona say…hmmm interesting to note…won’t happen very often but if it does I’ll keep that in mind?

It makes alot of otherwise very sinister mixups go from extremely powerful, to not really.

I bet there’s more weaknesses Hwo has that are unknown. I love exploiting characters weakness then using it to full effect. Don’t you?

I think the easiest way to learn about a character’s weaknesses is by picking him up.

You tell someone that Law has a hard time getting in and they will automatically call bullshit on your claim unless they main Law themselves. I pretty much know all the anti-Law and anti-Hwoarang tech you could ask for since I mained Law for a while now and I also picked Hwoarang up lately, after that its all based on making reads

I’m gonna post juggle potential and juggle addition for each character from vanilla data files, these may be out of date slightly due to patch changes but most of them are correct.
Juggle potential is actually fair easy to understand, as long as the current juggle value is equal to or less than the juggle potential of a move it will juggle. E.G. a move with a juggle count of 2 can be juggled by JP2, JP3, JP4, ect ect. but not JP1. A move with a juggle count of 0 can be juggled by anything, all initial launching attacks in SFxT start with Juggle count of 0 and when you tag to a teammate the juggle count reverts back to 0. Some moves however add more than 1 juggle count to the current juggle. So a move with a Juggle Add of 2 would increase the juggle count by 2.

So here we go, I’ll start with Cody and do others as I go.

JP = Juggle Potential. JA = Juggle Add

Cody
close LP - JP1 / JA1
close MP - JP1 / JA1
close HP - JP1 / JA1
close LK - JP1 / JA1
close MK - JP2 / JA1
close HK - JP3 / JA1

Far LP - JP1 / JA1
Far MP - JP2 / JA1
Far HP - JP3 / JA1
Far LK - JP1 / JA1
Far MK - JP2 / JA1
Far HK - JP3 / JA1

crouching LP - JP1 / JA1
crouching MP - JP1 / JA1
crouching HP - JP1 / JA1
crouching LK - JP1 / JA1
crouching MK - JP2 / JA1
crouching HK - JP1 / JA1

Forward + MP - JP2 / JA1

Forward + HP - (First Hit) JP3 / JA1
(Second Hit) JP3 / JA1

Forward + HK - JP3 / JA1
Back + MP - JP2 / JA1

NJ LP - JP1 / JA1
NJ MP - JP2 / JA1
NJ HP - JP0 / JA1 [That’s right ZERO juggle potential]
NJ LK - JP1 / JA1
NJ MK - JP2 / JA1
NJ HK - JP3 / JA1

FJ LP - JP1 / JA1
FJ MP - JP2 / JA1
FJ HP - JP3 / JA1
FJ LK - JP1 / JA1
FJ MK - JP2 / JA1
FJ HK - JP3 / JA1

stLP With Knife - JP1 / JA1
stMP With Knife - JP2 / JA1
stHP With Knife - JP3 / JA1

crLP With Knife - JP1 / JA1
crMP with knife - JP2 / JA1
crHP With Knife - JP3 / JA1

Jumping LP With Knife - JP1 / JA1
Jumping MP With Knife - JP2 / JA1
Jumping HP With Knife - JP3 / JA1

Zonk Knuckle (All charge levels) - JP3 / JA3
EX Zonk Knuckle -
(First Hit) JP3 / JA0
(Second Hit) JP3 / JA0

LP Criminal Upper - (First Hit) JP3 / JA0
(Second Hit[the first tornado hit]) JP3 / JA1
(Third Hit) JP3 / JA0
(Fourth Hit) JP3 / JA4

MP Criminal Upper - (First Hit) JP3 / JA0
(Hits 2 through 4) JP3/JA0
(Fifth hit) JP3/JP4

HP Criminal Upper - (First Hit) JP3 / JA0
(Hits 2 through 5) JP3 / JA0
(Sixth Hit) JP3 / JP4

EX Criminal Upper - (First hit) JP4 / JA0
(Hits 2 through 5) JP4 / JA0
(Sixth Hit) JP4 / JA1
(Seventh Hit) JP4 / JA5

LK Ruffian Kick - JP3 / JA3
MK Ruffian Kick - JP3 / JA3
HK Ruffian Kick - JP1 / JA3 [1JP on his HK Ruffian which has no anti airing invincibility and a ton of recovery and can’t be followed up mid screen even if you hit on last active frame… wtf is the point of this move?]
EX Ruffian Kick - JP3 / JA1

All Badstones regardless of button or charge time - JP3 / JA3
EX Badstone (First Hit) JP3 / JA0
(Second Hit) JP3 / JA4

All versions of Knife Throw - JP3 / JA3

Bad Spray - JP1 / JA0

Cross Art - JP3 / JA4

Super - JP3/JA0