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

Above is the compiled data for Boost Combo for the whole cast (except PS3 only characters).

I included LC because there was something I wanted to test before I could do anything with it, but you can generally assume that all moves with LC marks are 1f safer than what the advantage indicates when blocking, except with -2 moves when punishing with Ken’s Super.

Yea I just did it because I wanted to know how unsafe BCs are before SCR (+ it was reading week), and I was fortunate to know that some BCs are unsafe because of such a short blockstun and not due to a long recovery (like Rolento’s far st.HP)

For the LC stuff…is the number’s I’m seeing now after the LC or before?

Before. So you would have to assume -14 if you block when the advantage indicates it is -15.

Sweet.

So, someone should add that Ibuki’s cross cancel/AC can cancel into kunai…because that shit blew my mind >.<

Added it :slight_smile:

So…for some reason Ibuki’s super (unless my timing is off) can’t punish ogre’s CADC from his infinite kick combo…despite being -1 on block and point blank range. Now I originally had the data as 0 instead of -1. My mistake. Now…throws CANNOT connect on something that is 0 even if it’s point blank right? Because…why is gief’s super able to punish the CADC but ibuki can’t? I don’t get it.

Also apparently unless I didn’t hit it deep enough Juri’s dive kick is -4 on block instead of -3…goddamn stealth nerfs…

Ibuki’s Super is weird in that it actually can NOT punish most -1 moves. However, through frame counting, her Super indeed is 1f faster than Ken’s. I have zero idea why, and I think this has something to do with “being able to block after super flash”.

The dive kick thing might be an error in the Brady guide’s part. It’s mighty difficult, but I’ll try to test it.

I tested it myself…cammy’s CS spike beat it clean…I was salty…not impressed…waits patiently for another patch

But grab cannot punish things that are 0 on block regardless of range right? So gief’s super should NEVER be able to punish one right?

And to this day STILL they didn’t fix king’s super…his is the only one that can be beat by counters…I don’t understand…did capcom really forget to make it immune to counters or what? sigh

Not sure if they intended or forgot (I think they forgot since his Cross Art ignores counters), but what I do know is that they didn’t change it in 2013 patch. I don’t think a new patch will be out.

I dunno…there were alot of things they missed in 2013. I have some hope there will be a new patch…but another part of me this is it…sadly.

@street11, something I think is worth noting, if you cancel into hunting stance from Kuma’s B + HP, you have more recovery frames than cancelling into it from other moves. If my math and your frames are right, B + HP causes 25 frames of hitstun, 21 frames of blockstun, and the 16 frames of recovery for a cancelled hunting stance…should be +9/+5. But no matter what I do I can’t link hunting LP afterwards, though I am able to do so from a st.hp xx Hunting Stance (and st.hp has a frame less hitstun). So I did a frame count and the recovery time on a B + HP xx Hunting stance is 24 on the Hunting Stance (Kuma enters pre-jump frames on frame 25), making it actually +1/-3 if you cancel B + HP into Hunting Stance.

I’ll look into it. Lots of Kuma’s command normals have a late cancel time (most of them cancels into another move after active frames completely end, or even later), so most likely that is the case.

That could be it, the transition from B + HP to hunting stance looks smoother than I expected. I just counted frames from as soon as the hit-freeze period ended.

That was it. You have to wait 8 frames before Kuma stops to go into hunting stance.

Also, I think it’s worth noting that you can’t cancel the 2nd hit of Blanka’s clst.mk into a boost chain. Or at least perhaps specifying the airborne frames (if possible), since that might be what’s preventing the cancel into a boost chain (like why Juri’s far st.hk cancels into launcher so late).

I added 1st hit BC for cancel part. I might add airborne frames, but it is not related to BC cancel. 1st hit is specifically assigned to be BC-able, while 2nd hit is not.

Balrog’s dash swing blow does not cause a hard knockdown on airborn hit D: It would have made sense though…

@Rc_ON‌

Changed. Thanks for the report.