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

sry…screwed up. ryu’s cr.mk is 16 frames not 15…my bad.

@FengShuiEnergy

If a move has 2 active frames and recovery of 20f, you can punish that with a 4f start-up move as long as you’re in range. It works like this:
If active + recovery - 1 = 21, You can frame-perfect punish it with a 4f.

really…I was aware that I could only punish moves that equal 23 recovery frames and up. But if I can cancel the counter on frame 19…how am I able to punish with a 4f move?

I’m really sorry. I encountered something that may prove me wrong yet again. I’ll get back to you on this.

That’s alright. Geniuses make mistakes too y’know.

You were right with 23f. My apologies. I have to re-study the values, but I learned something very important thanks to you.

I really should stop talking out of my mouth without counting with videos. Old methods may prove to be the best.

Thanks to me? What did I do? Some methods are better then others.

I did the math calculations for Ryu’s cr.mk.

I take one away from it’s active frames leaving it with 4. now I added 16+4 gives me 20.

From a “blocking” perspective Ryu should be at -1 on “block” If Juri is able to cancel on the 20th frame. So I shouldn’t be able to punish him but if he presses any non invincible buttons I should get a free CH everytime.

Well… you consequently helped me identify what I was doing wrong and realize something important when reading the files (basically I can read it more perfectly now). And you did it several times until now, which also helped me stay humble. For that I thank you.

Oh…well…it was nothing. If it wasn’t for 2 very important things I would have never got this deep in frame data or fighters for that matter.

One was because of Vesper’s tutorials (that took a lot of thinking and learning to fully understand it) and the well…Juri. If it wasn’t for her…I never would have gotten into fighters in the first place.

SF DLC casts are done! I have added in most active and recovery frames, except moves like blanka ball (on block). Props to Guy for giving me a really hard time, otherwise this would’ve been done during the weekend.
I have also changed any error that I have found during the process, and I’ve changed counter moves to show the start-up, active frames and recovery after counter box is gone (except Heihachi. I forgot to do him). I added in crush and invulnerability frames for some moves.
Oh and Hwoarang’s stance change has 2 frames of recovery, not 1. A humongous 100% increase! :wink:

I am honestly not sure if this will be updated further after I do Heihachi’s counter and put a list of link-cancelable moves, but if I do update it will be frames for Boost Combos. I wouldn’t really count on it though.

Unrelated to the thread but… it looks like the executable checks whether the files inside regulation folder are altered or not (gives an error if it is changed), so my was-gonna-be-working-on SFxT Koryu Revolution was not set in motion. RN I can only change files that was present pre-2013, unless I stop being lazy and try to find a way around it.

claps bravo! bravo! Once I thank you. I put docs in the tech thread for CADC dash cancels. I’m in the process of the Tekken side.

Hey street, if Hwo’s Motion switch has 2frames of recovery does that mean all his FLG cancel s like this

Tsunami Kick > Flamingo: Command f+MK > f / Recovery 21 / Hit adv +5 / Block adv +3
Reverse Kick > Flamingo: Command MP > MP > f / Recovery 12 / Hit adv +7 / Block adv +1
Middle Kick Combo (2) > Flamingo: Command MK > MK > f / Recovery 13 / Hit adv +6 / Block adv +1
Middle Kick Combo > Flamingo: Command MK > MK > MK > f / Recovery 14 / Hit adv +2 / Block adv -1
High Kick Combo > Flamingo: Command MK > MK > HK > f / Recovery 20 / Hit adv +1 / Block adv -2
Low & High Kick Combo > Flamingo: Command MK > MK > d+LK > HK > f / Recovery 20 / Hit adv +1 / Block adv -2
Low & High Smash Kick Combo > Flamingo: Command LK > MK > f / Recovery 12 / Hit adv +7 / Block adv +2
Quick Kick Combo > Flamingo: Command MP > MP > f during flamingo / Recovery 19 / Block adv 0
Flamingo Kick Combo > Flamingo: Command LK > MK > f during flamingo / Recovery 17 / Hit adv +2 / Block adv +1
Fire Storm > Flamingo: Command MK > LK > f during flamingo / Recovery 15 / Hit adv +6 / Block adv +4

Would all these get a frame decrease?

No, they do not change. It simply turned out that he had 2f recovery all along and not 1f.

ahhh…that’s too bad.

Hey street, you might wanna put in hwo’s notes that his SS is throw invincible as well.

wth you serious!? TY, I’ll add it in.

Yeah. Go check it out for yourself. I tested it and…it made the grabs whiff.

I have another question. During a screen freeze like say a SA…if a move is done meaty and the SA has no I-frames…would the meaty win? I say this because Akuma’s RD has no I-frames…just the screen freeze…If I meaty his RD can I still beat him? Or will the screen freeze cover that? I suppose while I’m at it. Juri’s Ex senpusha…in the notes it says she’s airborne on the 11th frame…Apparently that got changed to the 10th frame right upon activation since it beats out Asuka’s counter same with Hei’s. If it was airborne on the 11th it would get countered.

Only if you do an unthrowable, invincible or airborne meaty. If his throwbox hits a throwable hurtbox, you’ll get hit since it’s 0F start up.

Ah that makes sense. Thanks Zuk.