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

Vega’s overhead is listed everywhere as being + 4 on hit but in reality its only +4 on standing oponents and is probably +2 or something on crouching oponents cause is completely impossible to combo after it…this is either some sort of error or a cruel joke of Capcom toward Vega players like myself…also i don’t believe Poison’s overhead is -5 on block since i can’t punish it at all and my faster normals are 4 frame start up…any way other than that the frame data sheet is awesome thanks for puttin it together

Yea, Vega’s overhead is indeed +2 on crouching hit. There’s a note that indicates this.

Also, Poison’s overhead can be punished by Vega’s cr.HP on block, which has a 5f start-up. You just have to push the button earlier than you think because it has a rly small blockstun (less blockstun than a jab!).

It also has 5 active frames, so it may be safe depending on how it’s used.

Very interesting…i can’t wait to get home and try that out

Hey guys…does anybody know how long are the throw wiff animations?..i wanna know if its posible to dash out of a throw attemp and punish

Throws in this game have 5 start-up, 2 active, and 20 recovery frames, so the total duration is 26f.

I think the advantage of Lars’s ex dynamic entry is mixed up. Currently it says that it is +3 on hit and +4 on block. It’s possible to link into cr. Lp (4 start up) though.

Also ex avalanche flip and spike are not mentioned, but it seems they have similar properties to avalanche stomp. Ex Avalanche flip can potentially be used for escape purposes.

EX Dynamic used to be +12 on hit, and SFxT 2013 patch notes said hitstun is reduced by 9f, which lead me to believe it was +3. I think I double checked, but I’ll test it again to make sure when I can.

The Jaguar Kick follow-ups are technically the same between non-EX and EX, but they actually are invincible for the first 8 frames because they’re follow-ups from already-invincible EX Jaguar Kick.

I think it may be worth noting that you can cancel Steve’s Fox Hunt into an EX move or Super Art even on whiff.

In addition, I have a question regarding Steve’s EX Flicker Jab. When experimenting with using it in Pandora combos, I noticed that, for some reason, it seems that sometimes it increases the juggle points by 1, other times it doesn’t. As an experiment I tried doing EX Flicker Jab into itself over and over again; sometimes I’m able to loop until I get bored, other times it drops after a while due to it not having enough juggle potential. Is there any way you can figure out why this happens? I can’t figure it out myself. Perhaps one of the individual hits has a different juggle cost at a different point during its active frames? That’s all I can think of.

Hey street. About Juri’s divekick…I was wrong. It’s still -3 on block…but…you basically have to hit the ground to get that -3. Also is it me or does Alisa’s hitbox bigger then most other characters? Like I could “touch” alisa with Juri’s st.lk and visually the kick should whiff on her…but her hurtbox seems to be a “shadow hurtbox”. So…I assume she’s functions like a large character hitbox?

@street11, completely random piece of info, but might as well be listed in the frame data. Dudley EX Cross Counter is fully projectile invincible from start-up until the end of the active frames (it avoids meaty Jin fireballs so I’m sure it’s from start-up). Anything that’s a projectile hitbox whiffs entirely and doesn’t get countered.

Seems like a very random property to give that move, especially when he already has ducking for that…

I’d take it. Could prove useful.

Also, Kazuya’s EX Demon God Fist has 2 hits of armor, not 1.

All versions of Ninas skull splitter are listed as negative on block (and i was able to punish it on the training room) and yet i keep getting counterhit while attepting to punish it…is this some weird online stuff?..can Nina cancel into something else after it?

No, the Nina is probably just spacing it to make it safe. Skull Splitter has 4 active frames, and is -5 on block for the MP/HP versions (the most commonly used ones). So if spaced well it can be -4, -3, -2, or -1 if spaced perfectly, going from punishable to completely safe.

If you’re getting counter-hit after though, you’re timing your button too slow, since even at -1 you should be able to beat whatever she throws out afterwards that isn’t invincible (except maybe her 3 frame standing jab).

Thanks…that explains it…it looks like it may be her standing jab…i thought it was some sort of a chain…it doesn’t help that i tend to hesitate not knowing if i can or cannot punish…next time ill just mash vega’s cmp…a trade should work in my favor

Wrong thread, oops!

I find both live and PSN fairly dead online…tsh a shame…

Hey street some errors:

  1. King’s ground counter does 220 like the air counter. You have 170 listed.
  2. Blanka’s ex electricity is also projectile invincible as well.
  3. Juri’s cross cancel (CC) is 0 on block.