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

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<div class=“QuoteAuthor”><a href="/profile/37884/Ralenzo">Ralenzo</a> said:</div>
<div class=“QuoteText”>Just did a quick test to see If I’m able to punish Ogre his uf+LK > MK chain, but nope…<div><div>I tried reversaling it with Ryu (DP), Ken (HP DP and EX DP), Akuma (DP), Steve (Super) and Julia (Super), didn’t work. I wasn’t able to punish Ogre his d+LK > MK > MK either for that matter and that’s also -3, altho this string does give a little bit of pushback so that could be the reason, but I don’t understand why I’m not able to punish Ogre his uf+LK > MK string since It doesn’t seem to give any pushback whatsoever. Both strings (uf+LK > MK and d+LK > MK >MK) only seem to be punishable by Ken his 2frame super.</div></div><div>I tried blocking it high and low to see if that was a factor but it isn’t.</div><div><br></div><div>So either;</div><div>- the reversals are not a true reversal (meaning it’s not frame perfect for some reason, even if it says ‘reversal’)</div><div>- the DP’s and Supers are 4 frames </div><div>- Ogre is able to block at frame -1 for some reason</div><div>- or SFxTK is playing tricks with me -__-</div><div><br></div><div>I hate to burden you with this trivial matter, but seriously, wtf ?! </div></div>
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I’ll look into this later again.<br><br>Edit: I tried to reversal it with EX TU and wasn’t abel to. However, video showing a clear -3… a new glitch? xD hahah<br>

<font face=“Arial”>Ok, but don’t push yourself too hard man and make sure you get enough sleep (It’s 4.30am already). </font><div><font face=“Arial”>There’s a reason why I’m calling it trivial, cause <span style=“line-height: 1.7em;”>In the end of the day it’s just a matter of “these normals can be linked into these normals” and “this special can be punished by that special”. The exact numbers are not that important eventho they are exact and make things a lot more easier.</span></font><div><font face=“Arial”>Just look after yourself alright ;)</font></div></div>

Or it might just be that he has frames in which he can block during recovery, like how regular jump-in recovery works?<br><br>Not sure, but I wouldn’t be surprised if that was the case.<br>

That makes sense because after uf+LK > MK he’s airborn. <div>But it doesn’t make sense why you can’t punish him after d+LK > MK > MK tho, still if he’s able to block during recovery frames, then it’s probably something like they did with the roll, u can’t attack after u roll but you’re still able to block.</div><div>So after his chains are blocked he’s -3, this means he can’t attack for 3 frames but can block after 2 frames…man SFxTK is weird -_-</div><div><br></div><div>If that’s really the case then I wonder if there are other characters who can do the same.<br></div>

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<div class=“QuoteAuthor”><a href="/profile/16564/street11">street11</a> said:</div>
<div class=“QuoteText”>Or it might just be that he has frames in which he can block during recovery, like how regular jump-in recovery works?<br><br>Not sure, but I wouldn’t be surprised if that was the case.<br></div>
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I thought about this as well, but it seems odd that he can be punished by a 2F move then.<br><br>I recorded a video where I reversal with sagat… He has 6F from touching the ground until I have my first reversal frame, but he looks like he is in his normal crouching position.<br>

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<div class=“QuoteAuthor”><a href="/profile/17033/zUkUu">zUkUu</a> said:</div><div class=“QuoteText”>

I’ll look into this later again.<br><br>Edit: I tried to reversal it with EX TU and wasn’t abel to. However, video showing a clear -3… a new glitch? xD hahah<br></div>
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One glitch after another huh, <span style=“line-height: 1.7em;”>they might as well call this ‘Glitch Fighter x Tekken’ seriously >.></span></font><div><font face=“Arial”>But the biggest thing that frustrates me is that the brady guide is full with errors and faults !!! I don’t even have the Brady Guide, but come on, they’re almost ripping people off…</font></div>

<blockquote class=“Quote”><div class=“QuoteAuthor”><a href="/profile/37884/Ralenzo">Ralenzo</a> said:</div>
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<div class=“QuoteAuthor”><a href="/profile/17033/zUkUu">zUkUu</a> said:</div><div class=“QuoteText”>

I’ll look into this later again.<br><br>Edit: I tried to reversal it with EX TU and wasn’t abel to. However, video showing a clear -3… a new glitch? xD hahah<br></div>
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One glitch after another huh, <span style=“line-height: 1.7em;”>they might as well call this ‘Glitch Fighter x Tekken’ seriously >.></span></font><div><font face=“Arial”>But the biggest thing that frustrates me is that the brady guide is full with errors and faults !!! I don’t even have the Brady Guide, but come on, they’re almost ripping people off…</font></div></div>
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I don’t fault Brady Games for that. They took a bunch of players, locked them in a room, and told them to make the best guide for FG players they could.<div><br></div><div>I blame Capcom for licensing the damned thing and not giving them the game data to work with.</div>

<div>I don’t understand why this “link cancel” thing isn’t just the animation recovering 1 frame earlier. Like, you say “well you can cancel this frame if you use the input on the exact frame”, but that’s true of every frame post-recovery. You can cancel 1 frame after recovery by pressing a button exactly 1 frame after recovery, and 2 frames after recovery by pressing a button exactly 2 frames after recovery. And apparently for some moves you can cancel 0 frames after recovery by pressing a button on exactly that frame, because the moves actually recover 1 frame earlier than their animations would indicate.</div><div><br></div><div>It just seems like a quirk with the way moves are animated. Can you block earlier with this extra frame? If you can block on this magic frame as well, then it’s almost more of a bug with jumps than anything else.</div>

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<div class=“QuoteAuthor”><a href="/profile/10052/Mnszyk">Mnszyk</a> said:</div>
<div class=“QuoteText”><div>I don’t understand why this “link cancel” thing isn’t just the animation recovering 1 frame earlier. Like, you say “well you can cancel this frame if you use the input on the exact frame”, but that’s true of every frame post-recovery. You can cancel 1 frame after recovery by pressing a button exactly 1 frame after recovery, and 2 frames after recovery by pressing a button exactly 2 frames after recovery. And apparently for some moves you can cancel 0 frames after recovery by pressing a button on exactly that frame, because the moves actually recover 1 frame earlier than their animations would indicate.</div><div><br></div><div>It just seems like a quirk with the way moves are animated. Can you block earlier with this extra frame? If you can block on this magic frame as well, then it’s almost more of a bug with jumps than anything else.</div></div>
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As explained in the video, Blocking, Jumping, Dashing, Throw and Launcher don’t <b>seem </b>to work. That’s why it’s a cancel instead of 1F less recovery, because otherwise, you could also move. I will test this more thoroughly tomorrow.<br>

Found out the possible cause:<br><br>In SF4 the prejump section is called “STAND2JUMP” it’s a 12frame animation run a 6x speed. However in SFxT the prejump animation is called TAKEOFF_V (or _F or _B depending on up forward or backwards jumps) and it is ALSO a 12frame animation but it is only run a 4x speed. Could the 1F extra prejump animation be the culprit?<br>

Is it possible you can add to the frame data what is the advantage of CADC for each character and Steve’s data from flicker crouch canceling?<br>

Maybe you guys knew this… but this game will say reversal on multiple frames, so you can get a reversal attack and it won’t punish things it should. Sweet.<br>

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<div class=“QuoteAuthor”><a href="/profile/48530/Eternal">Eternal</a> wrote: <a href="/discussion/comment/7994166#Comment_7994166" class=“QuoteLink”><span class=“ArrowLink”>»</span></a></div>
<div class=“QuoteText”>Found out the possible cause:<br /><br>
<br /><br>
In SF4 the prejump section is called “STAND2JUMP” it’s a 12frame animation run a 6x speed. However in SFxT the prejump animation is called TAKEOFF_V (or _F or _B depending on up forward or backwards jumps) and it is ALSO a 12frame animation but it is only run a 4x speed. Could the 1F extra prejump animation be the culprit?</div>
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I wasn’t able to cancel it by throws and launcher etc too tho. Further, it’s not true for all moves. And the speed shouldn’t determine the first possible frame wouldn’t it?<br><br><blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href=“http://forums.shoryuken.com/profile/41564/Easternwarrior”>Easternwarrior</a> said:</div>
<div class=“QuoteText”>Is it possible you can add to the frame data
what is the advantage of CADC for each character and Steve’s data from
flicker crouch canceling?<br></div>
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Isn’t there a list for all CADC delays somewhere? I will update those stuff (including health, dash etc) after everything is done.<br><br>

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<div class=“QuoteAuthor”><a href="/profile/41564/Easternwarrior">Easternwarrior</a> said:</div>
<div class=“QuoteText”>Is it possible you can add to the frame data what is the advantage of CADC for each character and Steve’s data from flicker crouch canceling?<br></div>
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Hold your horses man, let Zukuu first finish the frame data of all the characters.<br></font><div><font face=“Arial”><span style=“line-height: 1.7em;”>To get an idea of how much advantage you’ll be getting you need to know the frames of your forward dash and the recovery of your normals.</span> If your normal has less recovery than your dash animation, then you’re actually disadvantaging yourself by doing a CADC. </font></div><div style=“font-family: Arial, Verdana;”><br></div>

<p>Here are the properties of Bryan his specials and normals</p><p><strong><u>Normals</u></strong><br>far LP: Special/Super canceleable<br>far MP: none<br>far HP: none<br>far LK: Special/Super cancel-able, hits low<br>far MK: none<br>far HK: considered airborne from the 9th frame</p><p>cl.LP: Special/Super cancel-able<br>cl.MP: Special/Super cancel-able<br>cl.HP: Special/Super cancel-able<br>cl.LK: Special/Super cancel-able, hits low<br>cl.MK: Special/Super cancel-able<br>cl.HK: none</p><p>cr.LP: Special/Super cancel-able<br>cr.MP: Special/Super cancel-able<br>cr.HP: Special/Super cancel-able<br>cr.LK: Special/Super cancel-able, hits low<br>cr.MK: Special/Super cancel-able, hits low<br>cr.HK: hits low, hard knockdown</p><p><strong><u>Target combos</u></strong><br>f+MP: hits mid (overhead)</p><p>LP > MP: possible to chain afterwards<br>LP > MP > LP: Special/Super cancel-able<br>LP > MP > LK: hits low<br>LP > MP > MK: none</p><p>Far HP > LP: Special/Super cancel-able</p><p>f+MK: none<br>f+MK > MP: none<br>f+MK > MP > LP: cancel-able to mach breaker (EX mach breaker)<br>f+MK > MP > LP > MK: hits low<br>f+MK > MP > LP > MP: hits mid (overhead), launches the opponent in the air(not launcher).</p>

<p><strong><u>Specials</u></strong><br>LP Snake pit (hcf+P): 50, 70 damage (120)<br>MP Snake pit (hcf+P): 50, 80 damage (130)<br>HP Snake pit (hcf+P): 50, 90 damage (140)<br>EX Snake pit (hcf+PP): 50, 90 damage (140), 1 hit armor, wall bounce</p><p>Mach Breaker (ff+MP): 120 damage<br>EX mach Breaker (ff+PP): 120 damage, 1 hit armor, wall bounce</p><p>LP Fisherman Slam (f,d,df+P): 120 damage<br>MP Fisherman slam (f,d,df+P): 100 damage (follow up to Atomic throw possible)<br>HP Fisherman slam (f,d,df+P): 100 damage (follow up to Atomic throw possible)<br>EX Fisherman Slam (f,d,df+P): 50 damage (follow up to Atomic throw possible), strike and fireball invulnerable<br> > Atomic Throw (PP at the same time): 50 damage, bounds the opponent<br> > EX atomic throw (PP at the same time): 100 damage, bounds the opponent</p><p>LP Right Left to Spin Kick (qcb+P): (can be performed 3 times in sequence) 50, 50, 90 damage (172)<br>MP Right Left to Spin Kick (qcb+P): (can be performed 3 times in sequence) 60, 50, 90 damage (182)<br>HP Right Left to Spin Kick (qcb+P): (can be performed 3 times in sequence) 70, 50, 90 damage (192)<br>EX Right Left to Spin Kick (qcb+P): (can be performed 3 times in sequence) 70, 70, 100 damage (220), instant 1 hit armor, wall bounce</p><p>LK Flying Knee (qcb+K): 150 damage, unblockable, fireball invulnerable, can hold back to land closer to the opponent, whiffs on crouchers. (chargeable)<br>MK/HK Flying Knee (qcb+K): 150 damage, unblockable, fireball invulnerable, whiffs on crouchers. (chargeable)<br>EX Flying Knee (qcb+KK): 180 damage, unblockable, fireballs invulnerable, whiffs on crouchers. (chargeable)</p><p>Face Crusher (qcb+KKK): 330 damage, unblockable, invincible, whiffs on crouchers.</p><p>Forward/Back throw: 130 damage</p>

…x9 post or my browser going full retard?

Sorry for all the posts, SRK was acting weird. I wasn’t able to post my stuff, so I kept changing browsers to see if It would work. I was eventually able to post it, but after refreshing the screen I suddenly saw 10 posts XD<div>I don’t know how to delete them, so I cleared them.</div>

Haha no worries, just surprised me and I wasn’t sure if it was something I did or just SRK being SRK.  :-p

Currently writing the basic set up for bryan, your notes are a big help. :D<br><br>I literally bursted out laughing after seeing his c.mk. HAHAHA that animation is the most hilarious one in the entire game.<br>