KoF XIII Frame Data by TSS Atma @TSSAtma
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Still a work in progress! Mistakes can happen, if you spot any then drop me a message on:
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Twitter: https://twitter.com/KoFData
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Steam: http://steamcommunity.com/id/atmadp
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Please inform me of ANY differences between the current frame data and what is noted here, it would be a huge help and I will double check any differences and will tag the ones that have been checked:
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If a piece of frame data has a red box like this then it's acknowledged that it may be incorrect and that I'll be getting to checking it again
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If a piece of frame data has a green box like this to the left of it then it's been checked once again and even though it may be different from the existing frame data, is 100% correct
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If any normal doesn't add up(frame advantage vs active+recovery) when taking into account these values please inform me ASAP because I've probably made an error when typing it up
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Hitstun: 15 Blockstun: 13 on all grounded A and B normals in the game
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Hitstun: 21 Blockstun: 19 on all grounded C and D normals in the game
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Blockstun: 23 on all grounded CD attacks in the game
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Hitstun: 13 Blockstun: 13 on all hop and jump A and B normals in the game
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Hitstun: 13 Blockstun: 16 on all hop and jump C and D normals in the game
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Blockstun: 19 on all hop CD attacks in the game
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Blockstun: 23 on all jump CD attacks in the game
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Furthermore; if you find this isn't true for an attack, again inform me and I'll have another look at it. This should be true but I could have always overlooked something somewhere that acts unique
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Reading the Frame Data:
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Startup includes the 1st active frame, for the total frames of a move you have to do: "startup + active + recovery - 1"(may include total frames column in the future).
For anything with a '-' in the active frame box you can get the total frames just by doing "startup + recovery"
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Hitstun and Blockstun include the hitting frame.
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On the active frame section any number in brackets denotes a gap between active frames, this number does not include the first frame of when it goes active again(so the formula for total frames stays the same).
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Under the hop and jump data, Duration = Time spent airbourne and does not include prejump or the landing frames.
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The term "fixed frames" is referring to a set amount of frames that will happen regardless of the situation.
Example is if there are fixed frames of recovery on block then even if you hit the move meaty, it will not gain any additional advantage on block due to the fixed frames of recovery that move has.
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Fixed recovery frames cancel out any remaining active frames a move has.
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TO-DO:
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Correct Errors
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Specific data I may have missed/forgotten about
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?????(Give me ideas)
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