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

Yea, she is considered crouching while active. I think the hunting throw you mentioned and her sweep throw are the only ones considered crouching tho. Even Abel’s Super is not considered crouching methinks.

There are so many moves in the game that looks like a standing attack yet is flagged as crouching, and vice versa (eg. Lei’s Dragon MK, Dragon HK are considered crouching, Tiger K and all of Cody’s crouching normals with knife are considered standing, etc.). It’s so inconsistent.

Where’s my patch at.

Vega’s ex rolling crystal flash is throw invulnerable. Just found that out. Interesting.

Yea. For some reason it’s throw invulnerable until the end of active frames. Not that it’s gonna be as useful as other stuff, but it’s an interesting fact for sure.

Hey street, I don’t get it. how can Juri can connect a cr.hp after a Fuhajin store or Shikusen (as a combo opener) but not a say…her j.mp or j.hp? All those moves cause KD and all of them have a JP of 3 and JC of 1 (save Fuhajin store which has 4) yet She can’t can’t connect cr.h after a j.mp or j.hp…what’s with that?

Because of one factor that @street11 didn’t add to the frame data; juggle start. J.mp and j.hp has a JS of 1, while Fuhajin store/Shikusen have a JS of 0. So if you A2A with j.mp or j.hp, the juggle points start at 1, which is too high to hit with cr.hp. If you start a combo with Fuhajin store or Shikusen, the juggle points start at 0 when they get launched, which lets cr.hp connect.

I see.

Exactly what @LordWilliam1234‌ said. Unfortunately I do not know where I can find juggle start info just yet, but if I happen to find it I’ll add the info. I probably have to dig into hitbox tables, which I didnt look into just yet.

If it’s more or less the same as SF4 then the juggle start would be in the Hitbox table.

I still find it weird that they’d put juggle potential/juggle cost in one place and the juggle start in another. I guess it makes sense considering how the engine works; juggle potential and juggle cost only applies to one specific scenario (hitting an airborne opponent), while juggle start would be different depending on if you hit as an AA or hit someone who’s grounded. But you’d think it’d be easier to work with if all three were in the same place.

…thinking on it more maybe this is why they made ground bounces the way they did (going back to my earlier theory about why the Alisa Lost Access air reset glitch happens); since ground bounces are a “grounded” state, with SF4’s base engine, JP wouldn’t be increased properly. So they coded it so that ground bounces are treated as airborne based on their animation but are flagged as grounded; this way they wouldn’t have to alter the JP, JC, and JS manually when it came to ground bounces. “Lazy coding” that led to unintended consequences elsewhere.

So…patch?

Thanks LW! I guess its time to add some codes to my app to read the tables.

Speaking of juggles, the JP and JC of the non-PS3 exclusive characters are done. I also found some errors in the frame data itself and corrected those as well. And I thought it was without errors after the 20th edition lol

Started on JS part. As I have to see which hitbox leads to which hit table, this will take a while.

Any frame data on blocked BC? I discovered that Blanka’s Fst.Lp XX Fst.Mp is at minimum -2 from max distance when using Ken’s SA, and a minimum of -8 when using Bryan’s Mach Breaker and Marduk’s Double Leg Takedown.

https://docs.google.com/spreadsheet/ccc?key=0AjGMy8pIpXbudC1IMXJfbU1GRlBEbmxXSkdQWUJhUEE&usp=drive_web#gid=0

Probably should link it in the first page, for easy finding :slight_smile:

You’re the best. :slight_smile:

random spreadsheet error: juri’s jump diagonal MP should list “shikusen, EX-shikusen” in the cancel column :3

I believe that Lili’s Dendrobium (MP and HP) should have the JC listed as 3 like the LP version. If you try to do LK Angel Knee, cr.hp xx MP/HP Dendrobium, cr.hp, the cr.hp will whiff, so the JP must be at 4 at that point (cr.hp puts it at 1, MP/HP Dendrobium would have to be 3).

Also typo in Bob’s frame data, you have the command for Cutting Coppa listed as “LP+MP during Apres hard knockdown” instead of “LP+MP during Apres Sweep.”

@LordWilliam1234‌

It seems I was looking at the wrong column when jotting down MP/HP Dendrobium. It indeed has 3 JC.

I thought I fixed all hard knockdown to Sweep :frowning:

They’re both fixed. TY for the corrections.

Not really a mistake but you might want to note that while EX Fisherman Slam has a JC of 3, the Atomic Throw follow-up resets it, to 1 I think for both EX and non-EX. Could put that under the JS column for it.

Though you do have Hammer Punch listed as cancellable for some reason.