72
Still a work in progress! Mistakes can happen, if you spot any then drop me a message on: Twitter: https://twitter.com/KoFData Steam: http://steamcommunity.com/id/atmadp 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: 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 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 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 Hitstun: 15 Blockstun: 13 on all grounded A and B normals in the game Hitstun: 21 Blockstun: 19 on all grounded C and D normals in the game Blockstun: 23 on all grounded CD attacks in the game Hitstun: 13 Blockstun: 13 on all hop and jump A and B normals in the game Hitstun: 13 Blockstun: 16 on all hop and jump C and D normals in the game Blockstun: 19 on all hop CD attacks in the game Blockstun: 23 on all jump CD attacks in the game 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 Reading the Frame Data: 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" Hitstun and Blockstun include the hitting frame. 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). Under the hop and jump data, Duration = Time spent airbourne and does not include prejump or the landing frames. 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. Fixed recovery frames cancel out any remaining active frames a move has. TO-DO: Correct Errors Specific data I may have missed/forgotten about ?????(Give me ideas)

KOF13 Frame data

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Complete Frame data sheet for KOF XIII.

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Page 1: KOF13 Frame data

Still a work in progress! Mistakes can happen, if you spot any then drop me a message on:

Twitter: https://twitter.com/KoFData

Steam: http://steamcommunity.com/id/atmadp

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:

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

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

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

Hitstun: 15 Blockstun: 13 on all grounded A and B normals in the game

Hitstun: 21 Blockstun: 19 on all grounded C and D normals in the game

Blockstun: 23 on all grounded CD attacks in the game

Hitstun: 13 Blockstun: 13 on all hop and jump A and B normals in the game

Hitstun: 13 Blockstun: 16 on all hop and jump C and D normals in the game

Blockstun: 19 on all hop CD attacks in the game

Blockstun: 23 on all jump CD attacks in the game

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

Reading the Frame Data: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"

Hitstun and Blockstun include the hitting frame.

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).

Under the hop and jump data, Duration = Time spent airbourne and does not include prejump or the landing frames.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.

Fixed recovery frames cancel out any remaining active frames a move has.

TO-DO:

Correct Errors

Specific data I may have missed/forgotten about

?????(Give me ideas)

Page 2: KOF13 Frame data

Kyo

Move Startup Active Recovery Hit Adv Block Adv.

Normals

st.A 5 4 7 +4 +2

cr.A 5 4 8 +3 +1

st.B 6 3 11 +1 -1

cr.B 4 4 8 +3 +1

cl.C 3 8 11 +2 0

st.C 10 5 23 -7 -9

cr.C 5 5 22 -6 -8

st.D 8 5 17 -1 -3

cr.D 9 5 22 Knockdown -8

↘D 9 2,(6),3 27 -9 -11

↘D Cancel 9 2,(6),3 27 -9 -11

→B 19 2 19 0 -2

→B Cancel 21 2 19 0 -2

st.CD 15 6 18 Knockdown -1

DM

↓↘→A 16 - 30 +1 -2 Advantage measured at closest range

↓↘→C 15 - 33 -2 -5 Advantage measured at closest range

↓↘→AC 13 - 27 Knockdown +5 Advantage measured at closest range

→↓↘A 4 9 43 Knockdown -30

→↓↘C 7 15 49 Knockdown -43

→↓↘AC 4 12,(2),2,(2),13 48 Knockdown -59

→↘↓↙←B 14 6 21 Knockdown -8 Activation Box appears on frame f8~22 35 total frames if attack doesn't activate 21 fixed frames of recovery on block

→↘↓↙←D 14 6 21 Knockdown -8 Acivation Box appears on frame f8~34 47 total frames if attack doesn't activate 21 fixed frames of recovery on block

→↘↓↙←BD 4 1 45 Knockdown Unblockable

↓↘→B 12 5,(13),6 13 Knockdown -1

↓↘→D 18 4,(14),4 17 Knockdown -3

↓↘→BD 18 4,(9),6 11 Knockdown +1

←↓↙B 10 5 24 Knockdown -11

←↓↙D 13 4,(11),4,(19),3 40 Knockdown -63

←↓↙BD 10 4,(11),4,(19),3 40 Knockdown -63

SDM/NeoMAX

↓↙←,←↙↓↘→A/C 17 - 52 Knockdown -20 Freeze of 29 11f startup with slight charge

↓↙←,←↙↓↘→A/C(Air 12 - Landing+16 Knockdown - Freeze of 29

↓↙←,←↙↓↘→AC 9 - 62 Knockdown -17 Freeze of 29 2f startup with slight charge

↓↙←,←↙↓↘→AC(Air) 7 - Landing+16 Knockdown - Freeze of 29

↓↘→↓↘→AC 7 - 56 Knockdown -34 Freeze of 39

Move Startup Active Recovery Duration Hitstun BlockstunHops

hop Empty 4(prejump frames) - 1(landing frame) 25 - -hop A 6 5 Until Landing+1 25 13 13hop B 5 9 Until Landing+1 25 13 13hop C 6 4 Until Landing+1 25 13 16hop D 8 5 Until Landing+1 25 13 16

hop CD 10 8 Until Landing+1 25 Knockdown 19

Page 3: KOF13 Frame data

hop ↓C 8 4 Until Landing+1 25 21 19 Hitfreeze: 7

Jumps

jump Empty 4(prejump frames) - 1(landing frame) 35 - -

jump A 6 7 Until Landing+1 35 13 13

jump B 5 12 Until Landing+1 35 13 13

jump C 6 5 Until Landing+1 35 13 16

jump D 8 5 Until Landing+1 35 13 16

jump CD 13 10 Until Landing+1 35 Knockdown 23

jump ↓C 8 4 Until Landing+1 35 21 19 Hitfreeze: 7

Page 4: KOF13 Frame data

EX Kyo

Move Startup Active Recovery Hit Adv Block Adv.

Normals

st.A 4 4 7 +4 +2

cr.A 5 4 8 +3 +1

st.B 7 3 11 +1 -1

cr.B 4 4 7 +4 +2

cl.C 3 8 11 +2 0

st.C 10 5 23 -7 -9

cr.C 5 5 22 -6 -8

st.D 8 5 17 -1 -3

cr.D 8 5 22 Knockdown -8

↘D 9 2,(6),3 27 -9 -11

↘D Cancel 9 2,(6),3 27 -9 -11

→B 19 2 19 0 -2

→B Cancel 17 2 19 0 -2

st.CD 14 6 16 Knockdown +1

DM

↓↘→A 11 6 19 -4 -7 Upper Body Armour f5~6

> ↓↘→A/C 10 8 26 Knockdown -16

>> A/C 10 4 28 Knockdown -14

>> B/D 13 6 23 Knockdown -11

> →↘↓↙←A/C 14 4 28 Knockdown -14

>> A/C 20 10 26 Knockdown -18

>> B/D 13 6 23 Knockdown -11

↓↘→C 18 6 22 -7 -10 Upper Body Armour f7~10

> →↘↓↙←A/C 11 3 30 -12 -15

>> →A/C 15 4 35 Knockdown -21

>>> →↓↘A/C 1 5 40 Knockdown -26 Only possible on hit/block

↓↘→AC 18 5 19 -3 -6 Upper Body Armour f3~10

> ↓↘→A 10 5 20 -4 -7

>> ↓↘→A/C 10 5 17 Knockdown -4

>>> A/C 7 4 29 Knockdown -15

>>> B/D 13 6 20 Knockdown -8

>> →↘↓↙←A/C 13 4 29 Knockdown -15

>>> A/C 19 10 26 Knockdown -18

>>> B/D 13 6 20 Knockdown -8

> →↘↓↙←A/C 9 3 24 -1 -5

>> →A/C 10 1,(3),4 37 Knockdown -23

>>> →↓↘A/C 1 9,(1),3,(1),13 24 Knockdown -9

→↓↘A 5 9 41 Knockdown -32 Upper Body Armour f3~4

→↓↘C 7 20 44 Knockdown -42 Upper Body Armour f3~6

→↓↘AC 5 12,(1),2,(1),15 37 Knockdown -46

→↘↓↙←B 16 5,(11),2 42 Knockdown -21 Activation Box appears on f10~24 Recovery on whiff after activation is 21 37 total frames if attack doesn't activate

→↘↓↙←D 16 5,(11),2 42 Knockdown -21 Activation Box appears on f10~36 Recovery on whiff after activation is 21 49 total frames if attack doesn't activate

→↘↓↙←BD 7 4 25 Knockdown -10 Upper Body Armour f1~6

↓↘→B 14 4 33 -16 -25

> B 7 9 17 Knockdown -8 Startup = minimum gap between two kicks

↓↘→D 20 5 29 Knockdown -22

> D 7 9 17 Knockdown -4 Startup = minimum gap between two kicks

↓↘→BD 10 3,(6),4 19 Knockdown -5

Page 5: KOF13 Frame data

←↓↙B 18 6 19 Knockdown -5 20f startup vs standing 22f startup vs crouching -3 on block vs crouching

←↓↙D 27 11 20 Knockdown -7 33f startup vs standing 35f startup vs crouching -5 on block vs crouching

←↓↙BD 15 8 20 Knockdown -6 19f startup vs standing at closest range 21f startup vs crouching at closest range -4 on block vs crouching

SDM/NeoMAX

↓↙←,←↙↓↘→A/C 17 - 48 Knockdown -17 Freeze of 29

↓↙←,←↙↓↘→AC 14 - 62 Knockdown -17 Freeze of 29

↓↘→↓↘→A/C 7 19,(4),4,(4),4,(4),3 44 Knockdown -24 Freeze of 29

↓↘→↓↘→BD 4 12 29 Knockdown -22 Freeze of 85

Move Startup Active Recovery Duration Hitstun BlockstunHops

hop Empty 4(prejump frames) - 1(landing frame) 25 - -

hop A 6 5 Until Landing+1 25 13 13

hop B 5 9 Until Landing+1 25 13 13

hop C 6 4 Until Landing+1 25 13 16

hop D 8 5 Until Landing+1 25 13 16

hop CD 10 8 Until Landing+1 25 Knockdown 19

hop ↓C 7 5 Until Landing+1 25 21 19 Hitfreeze: 7

Jumps

jump Empty 4(prejump frames) - 1(landing frame) 35 - -

jump A 6 7 Until Landing+1 35 13 13

jump B 5 12 Until Landing+1 35 13 13

jump C 6 5 Until Landing+1 35 13 16

jump D 8 5 Until Landing+1 35 13 16

jump CD 13 10 Until Landing+1 35 Knockdown 23

jump ↓C 7 5 Until Landing+1 35 21 19 Hitfreeze: 7

Page 6: KOF13 Frame data

Benimaru

Move Startup Active Recovery Hit Adv Block Adv.

Normals

st.A 5 3 7 +5 +3

cr.A 6 3 7 +5 +3

st.B 6 3 11 +1 -1

cr.B 4 4 8 +3 +1

cl.C 5 3 20 -2 -4

st.C 6 3 21 -3 -5

cr.C 7 6 17 -2 -4

cl.D 5 6 16 -1 -3

st.D 12 5 16 0 -2

cr.D 6 3 24 Knockdown -8

→B 21 3 22 -4 -6

→B Cancel 21 3 22 -4 -6

st.CD 12 5 15 Knockdown +3

DM

↓↘→A 19 24 14 0 -3

↓↘→C 14 24 18 Knockdown -7

↓↘→AC 13 20 7 Knockdown +2

→↓↘B 4 5 43 Knockdown -30

→↓↘D 6 9 50 Knockdown -41

→↓↘BD 4 9 50 Knockdown -36

↓↘→B 6 3 30 -12 -15

> ↓,↑B/D 6 2,(5),5 50 Knockdown -37

↓↘→D 5 3 30 -12 -15

> ↓,↑B/D 6 2,(5),5 50 Knockdown -37

↓↘→BD 3 4 21 -4 -7

> ↓,↑B/D 5 2,(5),12 51 Knockdown -37

↓↙←A 22 12 17 Knockdown 0

↓↙←C 22 12 17 Knockdown 0

↓↙←AC 31 19 8 Knockdown -3

→↘↓↙←,→A 1 1 21 Knockdown Unblockable

→↘↓↙←,→C 1 1 21 Knockdown Unblockable

→↘↓↙←,→AC 1 1 29 Knockdown Unblockable

↓↘→+A(Air) 13 14 Until Landing+15 34(hitstun) 31(blockstun) +17 on hit at lowest possible height

↓↘→+C(Air) 13 14 Until Landing+15 34(hitstun) 31(blockstun) +17 on hit at lowest possible height

↓↘→+AC(Air) 14 76 Until Landing+15 81(hitstun) 78(blockstun) +57 on hit at lowest possible height

SDM/NeoMAX

↓↘→↓↘→+A/C 17 30 40 Knockdown -18 Freeze of 29

↓↘→↓↘→AC 5 30 46 Knockdown -27 Freeze of 29

↓↙←↓↙←A/C 5 26 52 Knockdown -33 Freeze of 29

↓↘→↓↘→+BD 13 9 41 Knockdown -13 Freeze of 51 Calculated at closest possible range

Move Startup Active Recovery Duration Hitstun BlockstunHops

+14 on block at lowest possible height

+14 on block at lowest possible height

+54 on block at lowest possible height

Page 7: KOF13 Frame data

hop Empty 4(prejump frames) - 1(landing frame) 28 - -hop A 5 9 Until Landing+1 28 13 13hop B 5 9 Until Landing+1 28 13 13hop C 6 5 Until Landing+1 28 13 16hop D 7 6 Until Landing+1 28 13 16

hop CD 8 5 Until Landing+1 28 Knockdown 19

hop ↓D 16 Until Landing Until Landing+14 - 21 19 Can only hit 3 times +6 on hit and +4 on block when hitting at lowest possible height

Jumps

jump Empty 4(prejump frames) - 1(landing frame) 35 - -

jump A 5 10 Until Landing+1 35 13 13

jump B 5 12 Until Landing+1 35 13 13

jump C 6 7 Until Landing+1 35 13 16

jump D 7 7 Until Landing+1 35 13 16

jump CD 9 7 Until Landing+1 35 Knockdown 23

jump ↓D 16 Until Landing Until Landing+14 - 21 20 Can only hit 3 times +6 on hit and +4 on block when hitting at lowest possible height

Page 8: KOF13 Frame data

Daimon

Move Startup Active Recovery Hit Adv Block Adv.

Normals

cl.A 4 3 9 +3 +1

st.A 5 5 9 +1 -1

cr.A 6 4 8 +3 +1

st.B 4 4 11 0 -2

cr.B 4 6 7 +2 0

cl.C 5 4 16 +1 -1

st.C 9 4 25 -8 -10

cr.C 8 8 17 -4 -6

st.D 6 6 18 -3 -5

cr.D 6 7 14 Knockdown -2

↘C 5 6 24 -9 -11

↘C Cancel 5 6 24 -9 -11

st.CD 15 7 14 Knockdown +2

DM

↓↙←B 34 - - - - Startup = Total frames

↓↙←D 41 - - - - Startup = Total frames

↓↙←BD 37 - - - - Startup = Total frames

→↓↘A 27 2 34 Knockdown Unblockable

→↓↘C 33 - - - - Startup = Total frames

→↓↘AC 15 6 33 Knockdown -18 Unblockable Earthquake f18~20(3 active frames)

→↘↓↙←,→A 1 1 37 Knockdown Unblockable

→↘↓↙←,→C 1 1 37 Knockdown Unblockable

→↘↓↙←,→AC 1 1 41 Knockdown Unblockable

→↓↘B 9 3 31 Knockdown Unblockable

→↓↘D 9 3 31 Knockdown Unblockable

→↓↘BD 9 2 20 Knockdown Unblockable

←↙↓↘→A 6 2 31 Knockdown -10

←↙↓↘→C 19 2 26 Knockdown -5

←↙↓↘→AC 5 2 39 Knockdown -18

SDM/NeoMAX

→↘↓↙←,→↘↓↙←A/C 1 2 49 Knockdown Unblockable Freeze of 29

→↘↓↙←,→↘↓↙←AC 1 2 49 Knockdown Unblockable Freeze of 29

↓↘→↓↘→AC 1 30 11 Knockdown Unblockable f1~30 counter, no super freeze unless hit

Move Startup Active Recovery Duration Hitstun Blockstun

Page 9: KOF13 Frame data

Hops

hop Empty 4(prejump frames) - 1(landing frame) 26 - -hop A 5 5 Until Landing+1 26 13 13hop B 5 8 Until Landing+1 26 13 13hop C 9 6 Until Landing+1 26 13 16hop D 6 6 Until Landing+1 26 13 16

hop CD 12 6 Until Landing+1 26 Knockdown 19

Jumps

jump Empty 4(prejump frames) - 1(landing frame) 35 - -

jump A 5 7 Until Landing+1 35 13 13

jump B 5 9 Until Landing+1 35 13 13

jump C 9 7 Until Landing+1 35 13 16

jump D 7 8 Until Landing+1 35 13 16

jump CD 14 7 Until Landing+1 35 Knockdown 23

Page 10: KOF13 Frame data

Terry

Move Startup Active Recovery Hit Adv Block Adv.

Normals

st.A 4 3 8 +4 +2

cr.A 5 4 8 +3 +1

st.B 6 2 9 +4 +2

cr.B 4 4 10 +1 -1

cl.C 4 3,3 18 0 -2

st.C 7 6 19 -4 -6

cr.C 7 5 20 -4 -6

cl.D 5 5 22 -6 -8

st.D 11 5 16 0 -2

cr.D 10 5 29 Knockdown -15

↘C 4 7 23 -9 -11

↘C Cancel 4 7 23 -9 -11

→A 14 4 28 -11 -13

→A Cancel 14 4 28 -11 -13

st.CD 15 8 16 Knockdown -1

DM

↓↘→A 17 - 29 +2 -1 Advantage measured at closest range

↓↘→C 18 10 28 Knockdown -9 Advantage measured at closest range

↓↘→AC 22 - 27 +30 +27 Advantage measured at closest range

↓↙←A 15 9 23 Knockdown -10

↓↙←C 28 16 28 Knockdown -26

↓↙←AC 14 18 18 Knockdown -17

↓↙←B 13 8 16 +1 -2 Startup of 17 vs Standing Startup of 19 vs Crouching 0 on block vs crouching+3 on hit vs crouching

↓↙←D 13 16 14 +3 0(-1 closest block)

Startup of 15 vs Standing block at closest rangeStartup of 25 vs Standing at closest range Startup of 27 vs Crouching +2 on block vs crouching

+5 on hit vs crouching

↓↙←BD 8 12 16 Knockdown -10 Startup measured at closest range Startup of 17 vs Crouching

Charge ↓,↑A 5 5,(1),3,(2),3,(2),2 32 Knockdown -26

Charge ↓,↑C 7 23 49 Knockdown -49

Charge ↓,↑AC 4 37 57 Knockdown -57

SDM/NeoMAX

↓↙←,↙,→A/C 17 8 30 Knockdown -9 Freeze of 29

↓↙←,↙,→AC 11 16 31 Knockdown -3 Freeze of 29 Advantage is if last hit connects

↓↘→↓↘→B/D 8 10 28 Knockdown -15 Freeze of 29

↓↘→↓↘→BD 8 10 31 Knockdown -18 Freeze of 29

↓↘→↓↘→AC 15 - 64 Knockdown 0 Freeze of 75 Advantage measured at midscreen -36 on block in corner

Move Startup Active Recovery Duration Hitstun BlockstunHops

hop Empty 4(prejump frames) - 1(landing frame) 28 - -hop A 6 6 Until Landing+1 28 13 13hop B 4 8 Until Landing+1 28 13 13hop C 6 5 Until Landing+1 28 13 16hop D 8 5 Until Landing+1 28 13 16

hop CD 10 6 Until Landing+1 28 Knockdown 19

Jumps

Page 11: KOF13 Frame data

jump Empty 4(prejump frames) - 1(landing frame) 35 - -

jump A 6 7 Until Landing+1 35 13 13

jump B 5 10 Until Landing+1 35 13 13

jump C 6 6 Until Landing+1 35 13 16

jump D 8 7 Until Landing+1 35 13 16

jump CD 10 8 Until Landing+1 35 Knockdown 23

Page 12: KOF13 Frame data

Andy

Move Startup Active Recovery Hit Adv Block Adv.

Normals

st.A 5 4 9 +2 0

cr.A 4 4 7 +4 +2

st.B 6 4 10 +1 -1

cr.B 4 5 8 +2 0

cl.C 3 2,4 16 +1 -1

st.C 9 7 17 -3 -5

cr.C 7 7 19 -5 -7

cl.D 5 6 16 -1 -3

st.D 10 5 19 -3 -5

cr.D 8 4 22 Knockdown -7

→A 11 6 21 -6 -8

→A Cancel 11 6 21 -6 -8

st.CD 14 4 22 Knockdown -3

DM

↓↙←A 17 - 29 +2 -1 Advantage measured at closest range

↓↙←C 16 - 32 -1 -4 Advantage measured at closest range

↓↙←AC 11 - 29 Knockdown -1 Advantage measured at closest range

→↓↘A 5 11 32 Knockdown -23

→↓↘C 7 11 45 Knockdown -35

→↓↘AC 5 7,(10),11 43 Knockdown -33

←↙↓↘→B 15 38 16 Knockdown -4

> BD(Brake) 15 2 20 Knockdown -6

←↙↓↘→D 17 52 16 Knockdown -49 Advantage measured at closest range -5 on block if last hit connects

> BD(Brake) 17 2 20 Knockdown -6

←↙↓↘→BD 12 38 17 Knockdown 0

↙,→A 11 4 19 Knockdown -8 Acivation Box appears on f8~15 24 total frames if attack doesn't activate 25 fixed frames of recovery on block

↙,→C 16 6 21 Knockdown -9 Acivation Box appears on f13~24 33 total frames if attack doesn't activate

↙,→AC 11 8 13 Knockdown -3 Acivation Box appears on f8~21 31 total frames if attack doesn't activate

SDM/NeoMAX

↓↙←,←↙↓↘→B/D 10 48 29 Knockdown -50 Freeze of 29 Advantage measured at closest range -12 on block if last hit connects

↓↙←,←↙↓↘→BD 14 47 34 Knockdown -47 Freeze of 29 Advantage measured at closest range -17 on block if last hit connects

↓↘→,→↘↓↙←A/C 10 21,(5),9 21 Knockdown -11 Freeze of 29

↓↙←,←↙↓↘→AC 2 8 14 Knockdown -14 Freeze of 45

air ↓↙←,←↙↓↘→AC 3 5 Until Landing+2 Knockdown +11 Freeze of 29 Advantage listed is at lowest possible height

Move Startup Active Recovery Duration Hitstun BlockstunHops

hop Empty 4(prejump frames) - 1(landing frame) 28 - -hop A 5 7 Until Landing+1 28 13 13hop B 4 7 Until Landing+1 28 13 13hop C 5 5 Until Landing+1 28 13 16hop D 6 7 Until Landing+1 28 13 16

hop CD 10 5 Until Landing+1 28 Knockdown 19

Jumps

jump Empty 4(prejump frames) - 1(landing frame) 37 - -

jump A 5 8 Until Landing+1 37 13 13

Page 13: KOF13 Frame data

jump B 4 8 Until Landing+1 37 13 13

jump C 5 5 Until Landing+1 37 13 16

jump D 6 8 Until Landing+1 37 13 16

jump CD 11 7 Until Landing+1 37 Knockdown 23

Page 14: KOF13 Frame data

Joe

Move Startup Active Recovery Hit Adv Block Adv.

Normals

st.A 5 3 9 +3 +1

cr.A 4 4 7 +4 +2

st.B 6 4 10 +1 -1

cr.B 5 5 8 +2 0

cl.C 5 2 19 0 -2

st.C 7 3 19 -1 -3

cr.C 5 4 19 -2 -4

st.D 8 5 16 0 -2

cr.D 8 5 24 Knockdown -10

↘B 6 17 15 Knockdown -13 Advantage measured at closest range

↘B Cancel 6 17 15 Knockdown -13 Advantage measured at closest range

→B 10 3 28 -12 -14

→B Cancel 10 3 28 -12 -14

st.CD 14 6 12 Knockdown +5

DM

←↙↓↘→A 14 - 29 +2 -1 Advantage measured at closest range

←↙↓↘→C 14 - 36 -5 -8 Advantage measured at closest range

←↙↓↘→AC 14 - 59 Knockdown 0 Advantage measured at closest range

→↓↘B 10 14 24 Knockdown -12

→↓↘D 14 14 33 Knockdown -21

→↓↘BD 6 14 42 Knockdown -30

←↙↓↘→B 14 12 13 Knockdown -7

←↙↓↘→D 17 19 22 Knockdown -23

←↙↓↘→BD 15 13 18 Knockdown -1

↓↙←B 16 13 18 0 -5 Startup of 23 vs Standing Startup of 26 vs Crouching

↓↙←D 18 13 16 +2 -1 Startup of 25 vs Standing Startup of 28 vs Crouching

↓↙←BD 16 13 13 +7 +4 Startup of 23 vs Standing Startup of 26 vs Crouching

A Repeatedly 5 2,(4),2,(4),1 15 +5 +2 Data shown is minimum hits(3 hits total) Recovery of 24 when more than minimum hit -7 on block when more than minimum hits-4 on hit when more than minimum hits

> ↓↙←A/C 5 2,(6),2 24 Knockdown -8

C Repeatedly 5 2,(4),2,(4),1 15 +5 +2 Data shown is minimum hits(3 hits total) Recovery of 24 when more than minimum hit -7 on block when more than minimum hits-4 on hit when more than minimum hits

> ↓↙←A/C 5 2,(6),2 24 Knockdown -8

AC Repeatedly 4 1,(2),1,(2),1,(2),1,(2),1,(2),1,(2),2,(6),2 16 Knockdown 0SDM/NeoMAX

↓↘→↓↘→A/C 18 58 32 Knockdown -26 Freeze of 29

↓↘→↓↘→AC 13 - 157 Knockdown -121 Freeze of 29

↓↘→,→↘↓↙←A/C 4 2,(6),2,(4),2,(4),2,(7),2,(13),42,(6),7,(8),1 32 Knockdown -39 Freeze of 30 -16 on block if last hit connects

↓↘→↓↘→BD 7 48 37 Knockdown -13 Freeze of 134

Move Startup Active Recovery Duration Hitstun BlockstunHops

hop Empty 4(prejump frames) - 1(landing frame) 29 - -hop A 9 8 Until Landing+1 29 13 13hop B 7 7 Until Landing+1 29 13 13hop C 7 6 Until Landing+1 29 13 16hop D 6 6 Until Landing+1 29 13 16

hop CD 10 6 Until Landing+1 29 Knockdown 19

Jumps

jump Empty 4(prejump frames) - 1(landing frame) 37 - -

jump A 9 11 Until Landing+1 37 13 13

Page 15: KOF13 Frame data

jump B 7 8 Until Landing+1 37 13 13

jump C 7 6 Until Landing+1 37 13 16

jump D 6 7 Until Landing+1 37 13 16

jump CD 10 7 Until Landing+1 37 Knockdown 23

Page 16: KOF13 Frame data

Billy

Move Startup Active Recovery Hit Adv Block Adv.

Normals

st.A 6 5 6 +4 +2

cr.A 6 5 10 0 -2

st.B 6 5 9 +1 -1

cr.B 5 4 11 0 -2

cl.C 7 3,(3),3,(2),5 17 -1 -3

st.C 8 3 20 -2 -4

cr.C 4 6 21 -6 -8

st.D 6 5 24 -8 -10

cr.D 9 6 22 Knockdown -9

→A 8 2,(10),2 14 +5 -2 20 fixed frames of recovery on block

→A Cancel 8 2,(10),2 14 +5 -2 20 fixed frames of recovery on block

←A 15 5 23 -7 -9

←A Cancel 15 5 23 -7 -9

→B 19 6 13 Knockdown -5

→B Cancel 19 6 13 Knockdown -5

st.CD 20 7 29 Knockdown -13

DM

←↙↓↘→A 13 3 28 -5 -9

←↙↓↘→C 19 7 27 -8 -12

> ↓↘→A/C 5 4 38 Knockdown -24

←↙↓↘→AC 13 7 29 -6 -10

> ↓↘→A/C 4 7 33 Knockdown -22

→↓↘B 11 2,(12),4,(26),7 19 0 -3 Advantage measured as last hits connecting

→↓↘D 18 5,(10),4,(26),7 19 0 -3 Advantage measured as last hits connecting

→↓↘BD 11 5,(9),4,(25),8 14 +5 +2 Advantage measured as last hits connecting

↓↙←A 9 4 40 Knockdown -26

↓↙←C 15 4 39 Knockdown -25

↓↙←AC 6 5 35 Knockdown -22

Mash A 11 18 16 -1 -2

Mash C 11 18 16 -1 -2

Mash AC 9 27 29 Knockdown -12

SDM/NeoMAX

Page 17: KOF13 Frame data

↓↘→,→↘↓↙←A/C 14 70 45 Knockdown -14 Freeze of 29

↓↘→,→↘↓↙←AC 9 68 75 Knockdown -21 Freeze of 29

↓↘→↓↘→AC 10 26,(2),20 17 Knockdown -18 Freeze of 80

Move Startup Active Recovery Duration Hitstun BlockstunHops

hop Empty 4(prejump frames) - 1(landing frame) 27 - -hop A 5 6 Until Landing+1 27 13 13hop B 4 8 Until Landing+1 27 13 13hop C 7 4 Until Landing+1 27 13 16hop D 9 6 Until Landing+1 27 13 16

hop CD 11 4 Until Landing+1 27 Knockdown 19

Jumps

jump Empty 4(prejump frames) - 1(landing frame) 37 - -

jump A 5 8 Until Landing+1 37 13 13

jump B 4 10 Until Landing+1 37 13 13

jump C 8 6 Until Landing+1 37 13 16

jump D 9 8 Until Landing+1 37 13 16

jump CD 12 4 Until Landing+1 37 Knockdown 23

Page 18: KOF13 Frame data

Ash

Move Startup Active Recovery Hit Adv Block Adv.

Normals

st.A 4 4 8 +3 +1

cr.A 4 4 7 +4 +2

st.B 5 4 11 0 -2

cr.B 4 4 9 +2 0

cl.C 4 4 19 -2 -4

st.C 11 5 19 -3 -5

cr.C 6 5 24 -8 -10

cl.D 5 4 26 -9 -11

st.D 7 5 18 -2 -4

cr.D 7 6 21 Knockdown -8

←B 11 3 14 +4 -3 21 fixed frames of recovery on block

←B Cancel 11 3 14 +4 -3 21 fixed frames of recovery on block

←D 4 3 15 +3 +1

←D Cancel 4 3 15 +3 +1

st.CD 12 4 27 Knockdown -8

DM

Charge ←,→A 16 - 30 +6 +2

Charge ←,→C 14 6,(12),4 35 0 -4

Charge ←,→AC 16 5,(10),3 26 Knockdown +2

Charge ↓,↑B 3 8 36 Knockdown -22

Charge ↓,↑D 7 12 53 Knockdown -38

Charge ↓,↑BD 4 11 57 Knockdown -42

Charge ←,→B 15 7 26 Knockdown -15

Charge ←,→D 19 12 31 Knockdown -25

Charge ←,→BD 15 12 18 Knockdown -3

↓↙←A 42 8 - +13 +11 Activation Box appears on frame 24~182 53 Total Frames

↓↙←B 44 8 - +15 +13 Activation Box appears on frame 26~184 53 Total Frames

↓↙←C 46 8 - +16 +14 Activation Box appears on frame 28~186 54 Total Frames

↓↙←D 48 8 - +17 +15 Activation Box appears on frame 30~188 55 Total Frames

↓↙←AC 19 14 - Knockdown +12 Activation Box appears on frame 13~13 37 Total Frames

↓↙←BD 36 14 - Knockdown +12 Activation Box appears on frame 30~30 54 Total Frames

SDM/NeoMAX

↓↘→↓↘→A/C 24 - 33 Knockdown +12 Freeze of 70

↓↘→↓↘→B/D 5 11,(6),12,(14),19 52 Knockdown -43 Freeze of 29

↓↘→↓↘→BD 3 10,(7),10,(6),11,(22),1 50 Knockdown -41 Freeze of 29

A~B~C~D 3 14 23 Knockdown -19 Freeze of 29

> ↓↙←,←↙↓↘→AC 0 19 55 Knockdown -50 Freeze of 58 Advantage and startup measured from in the corner

→↘↓↙←→↘↓↙←BD 1 1 37 Knockdown Unblockable Freeze of 28

Move Startup Active Recovery Duration Hitstun BlockstunHops

Page 19: KOF13 Frame data

hop Empty 4(prejump frames) - 1(landing frame) 26 - -hop A 5 6 Until Landing+1 26 13 13hop B 5 8 Until Landing+1 26 13 13hop C 9 5 Until Landing+1 26 13 16hop D 8 4 Until Landing+1 26 13 16

hop CD 11 4 Until Landing+1 26 Knockdown 19

Jumps

jump Empty 4(prejump frames) - 1(landing frame) 34 - -

jump A 5 8 Until Landing+1 34 13 13

jump B 5 10 Until Landing+1 34 13 13

jump C 9 6 Until Landing+1 34 13 16

jump D 8 4 Until Landing+1 34 13 16

jump CD 11 4 Until Landing+1 34 Knockdown 23

Page 20: KOF13 Frame data

Saiki

Move Startup Active Recovery Hit Adv Block Adv.

Normals

st.A 4 4 6 +5 +3

cr.A 4 4 6 +5 +3

st.B 5 4 8 +3 +1

cr.B 4 4 9 +2 0

cl.C 4 4 19 -2 -4

st.C 7 5 19 -3 -5

cr.C 5 5 24 -8 -10

cl.D 5 3 19 -1 -3

st.D 7 5 14 +2 0

cr.D 7 6 21 Knockdown -8

st.CD 12 4 23 Knockdown -4

DM

recovery glitch??? ↓↘→A 15 - 29 +2 -1 Advantage measured at closest range

↓↘→C 14 12 15 Only Hits Air Only Hits Air

↓↘→AC 11 32 6 Knockdown +9 Advantage measured at closest range

→↓↘B 6 6 49 Knockdown -37

→↓↘D 11 6 47 Knockdown -31

→↓↘BD 6 6 47 Knockdown -30

↓↙←B 11 5 24 Knockdown -12

↓↙←D 20 5 34 Knockdown -20

↓↙←BD 19 5 36 Knockdown -22

↓↓A 14 - 26 - - Startup is when Saiki is in original place Recovery is when Saiki has moved

↓↓B 14 - 26 - - Startup is when Saiki is in original place Recovery is when Saiki has moved

↓↓C 16 - 31 - - Startup is when Saiki is in original place Recovery is when Saiki has moved

↓↓D 16 - 26 - - Startup is when Saiki is in original place Recovery is when Saiki has moved Saiki has access to jump normals after recovery

SDM/NeoMAX

↓↘→↓↘→A/C 39 - 27 +2 -1 Freeze of 29 Advantage measured at closest rang +32 on hit when at closest range when all hits connec+29 on block at closest range when all hits connect

↓↘→↓↘→B/D 4 7 47 Knockdown -35 Freeze of 29

↓↘→↓↘→B/D(Air) 7 Until Landing 56 Knockdown -38 Freeze of 29 Landing recovery of 26 on whiff

→↘↓↙←→↘↓↙←A/C 1 1 30 Knockdown Unblockable Freeze of 29

→↘↓↙←→↘↓↙←AC 1 1 30 Knockdown Unblockable Freeze of 29

↓↙←,←↙↓↘→AC 18 112 52 Knockdown -26 Freeze of 89

Move Startup Active Recovery Duration Hitstun BlockstunHops

hop Empty 4(prejump frames) - 1(landing frame) 26 - -

hop A 5 7 Until Landing+1 26 13 13

hop B 5 8 Until Landing+1 26 13 13

hop C 7 7 Until Landing+1 26 13 16

hop D 8 4 Until Landing+1 26 13 16

hop CD 11 4 Until Landing+1 26 Knockdown 19

hop ←B 6 4 Until Landing+7 - 21 19 +5 on block at lowest possible height +7 on hit at lowest possible height

hop →B 7 4 Until Landing+7 - 21 19 +6 on block at lowest possible height +8 on hit at lowest possible height

Jumps

jump Empty 4(prejump frames) - 1(landing frame) 34 - -

jump A 5 9 Until Landing+1 34 13 13

jump B 5 10 Until Landing+1 34 13 13

Page 21: KOF13 Frame data

jump C 7 8 Until Landing+1 34 13 16

jump D 8 4 Until Landing+1 34 13 16

jump CD 11 4 Until Landing+1 34 Knockdown 23

jump ←B 6 4 Until Landing+7 - 21 19 +5 on block at lowest possible height +7 on hit at lowest possible height

jump →B 7 4 Until Landing+7 - 21 19 +6 on block at lowest possible height +8 on hit at lowest possible height

Page 22: KOF13 Frame data

Ryo

Move Startup Active Recovery Hit Adv Block Adv.

Normals

st.A 4 6 6 +3 +1

cr.A 4 3 8 +4 +2

st.B 6 3 10 +2 0

cr.B 4 3 8 +4 +2

cl.C 4 6 15 0 -2

st.C 7 5 18 -2 -4

cr.C 3 5 24 -8 -10

st.D 5 9 19 -7 -9

cr.D 9 5 18 Knockdown -4

↘B 5 9 10 - - Parry f5~13

↘B Cancel 5 9 10 - - Parry f5~13

→B 4 13 14 - - Parry f4~16

→B Cancel 4 13 14 - - Parry f4~16

→A 17 7 19 -5 -7

→A Cancel 15 8 22 -9 -11

st.CD 12 5 18 Knockdown 0

DM

↓↘→A 15 10 19 Knockdown 0

↓↘→C 19 10 25 Knockdown -6 Advantage measured at closest range

↓↘→AC 13 10 15 Knockdown +4 Advantage measured at closest range

→↓↘A 4 10 26 Knockdown -18

→↓↘C 7 12 45 Knockdown -36

→↓↘AC 4 11 45 Knockdown -38

→↘↓↙←B 5 7 34 Knockdown -20

→↘↓↙←D 14 7,(9),3 35 Knockdown -34

→↘↓↙←BD 11 4,(9),4 29 Knockdown -15

→,←,→A 11 1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1 29 Knockdown -27

→,←,→C 17 1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1 28 Knockdown -30

→,←,→AC 15 1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3), 29 Knockdown -7

SDM/NeoMAX

↓↘→,→↘↓↙←A/C 12 20 23 Knockdown -9 Freeze of 29 27 fixed frames of recovery on block↓↘→,→↘↓↙←AC 10 20 23 Knockdown -9 Freeze of 29 27 fixed frames of recovery on block

→,←↙↓↘→A 19 - 58 Knockdown -26 Freeze of 29 Advantage measured at closest range

→,←↙↓↘→C 19 - 58 Knockdown -26 Freeze of 29 Advantage measured at closest range

↓↘→↓↘→AC 12 2 61 Knockdown -14 Freeze of 160

Move Startup Active Recovery Duration Hitstun BlockstunHops

hop Empty 4(prejump frames) - 1(landing frame) 27 - -

hop A 5 8 Until Landing+1 27 13 13

hop B 5 8 Until Landing+1 27 13 13

hop C 6 4 Until Landing+1 27 13 16

hop D 7 6 Until Landing+1 27 13 16

hop CD 11 4 Until Landing+1 27 Knockdown 19

Jumps

jump Empty 4(prejump frames) - 1(landing frame) 34 - -

jump A 5 11 Until Landing+1 34 13 13

jump B 5 10 Until Landing+1 34 13 13

Page 23: KOF13 Frame data

jump C 6 5 Until Landing+1 34 13 16

jump D 7 7 Until Landing+1 34 13 16

jump CD 13 5 Until Landing+1 34 Knockdown 23

Page 24: KOF13 Frame data

Robert

Move Startup Active Recovery Hit Adv Block Adv.

Normals

st.A 4 3 9 +3 +1

cr.A 4 3 9 +3 +1

st.B 6 6 7 +2 0

cr.B 4 3 10 +2 0

cl.C 5 5 15 +1 -1

st.C 7 5 17 -1 -3

cr.C 5 5 25 -9 -11

cl.D 6 8,6 17 -2 -4

st.D 7 5 20 -4 -6

cr.D 8 5 24 Knockdown -10

→A 9 5 24 Knockdown -10

→A Cancel 9 5 24 -8 -10

→B 12 5 18 -2 -4

→B Cancel 12 5 18 -2 -4

st.CD 12 5 19 Knockdown -1

DM

↓↘→A 15 - 31 0 -3

↓↘→C 14 - 34 -3 -6

↓↘→AC 15 - 32 Knockdown +1

→↓↘A 4 10 36 Knockdown -28

→↓↘C 6 14 42 Knockdown -33

→↓↘AC 4 14 47 Knockdown -38

←↙↓↘→B 7 1 45 Knockdown Unblockable

←↙↓↘→D 7 1 45 Knockdown Unblockable

←↙↓↘→BD 6 1 45 Knockdown Unblockable

→,←,→B 15 1,(5),1,(5),1,(5),1,(5),1,(5),1,(5),1,(5),1,(5),1,(5), 39 Knockdown -65

→,←,→D 15 1,(5),1,(5),1,(5),1,(5),1,(5),1,(5),1,(5),1,(5),1,(5), 39 Knockdown -65

→,←,→BD 9 1,(4),1,(4),1,(4),1,(4),1,(4),1,(4),1,(4),1,(4),1,(4), 38 Knockdown -56

Charge ↙,→B 14 6 14 Knockdown -26 43 fixed frames of recovery on blockCharge ↙,→D 18 17 16 Knockdown -43 58 fixed frames of recovery on block

Charge ↙,→BD 16 17 17 Knockdown -10 25 fixed frames of recovery on blockair ↓↙←B 16 Until Landing Until Landing+17 Knockdown 18(blockstun) -2 on block at lowest possible height

air ↓↙←D 16 Until Landing Until Landing+17 Knockdown 18(blockstun) -2 on block at lowest possible height

air ↓↙←BD 11 Until Landing Until Landing+13 Knockdown 18(blockstun) +4 on block at lowest possible height

SDM/NeoMAX

↓↘→,→↘↓↙←A/C 15 16 26 Knockdown -8 Freeze of 29 26 fixed frames of recovery on block↓↘→,→↘↓↙←AC 8 16 26 Knockdown -19 Freeze of 29 37 fixed frames of recovery on block

→,←↙↓↘→A 18 - 60 Knockdown -28 Freeze of 29

→,←↙↓↘→C 18 - 60 Knockdown -28 Freeze of 29

↓↘→,→↘↓↙←BD 2 7,(5),8 21 Knockdown 0 Freeze of 45 Startup of 4 vs Standing

air ↓↘→,→↘↓↙←BD 2 Until Landing,(5),8 21 Knockdown 0 Freeze of 30

Move Startup Active Recovery Duration Hitstun BlockstunHops

hop Empty 4(prejump frames) - 1(landing frame) 28 - -

-8 on block and -6 on hit if second hit connects

Page 25: KOF13 Frame data

hop A 6 6 Until Landing+1 28 13 13

hop B 5 9 Until Landing+1 28 13 13

hop C 6 7 Until Landing+1 28 13 16

hop D 8 7 Until Landing+1 28 13 16

hop CD 9 6 Until Landing+1 28 Knockdown 19

hop BD 9 3 Until Landing+4 28 21 19

Jumps

jump Empty 4(prejump frames) - 1(landing frame) 35 - -

jump A 6 8 Until Landing+1 35 13 13

jump B 5 12 Until Landing+1 35 13 13

jump C 6 7 Until Landing+1 35 13 16

jump D 8 7 Until Landing+1 35 13 16

jump CD 10 8 Until Landing+1 35 Knockdown 23

jump BD 9 3 Until Landing+4 35 21 19

Page 26: KOF13 Frame data

Takuma

Move Startup Active Recovery Hit Adv Block Adv.

Normals

st.A 4 3 9 +3 +1

cr.A 3 3 9 +3 +1

st.B 5 3 10 +2 0

cr.B 4 3 10 +2 0

cl.C 4 4 17 0 -2

st.C 8 4 19 -2 -4

cr.C 7 6 26 -11 -13

st.D 13 3 14 +4 +2

cr.D 7 4 25 Knockdown -10

→B 18 6 20 -5 -7

→B Cancel 18 6 20 -5 -7

st.CD 18 5 19 Knockdown -1

DM

↓↘→A 13 - 33 -6 -9 Advantage measured at closest range

↓↘→C 18 - 32 -5 -8 Advantage measured at closest range

↓↘→AC 18 7 23 +3 -1

↓↘→B 14 4 22 Knockdown -8

↓↘→D 20 5 23 +3 -10 Upper Body Armour f7~12 17 frames of recovery on hit

↓↘→BD 26 5 20 Crumple -3 Upper Body Armour f1~18

→↘↓↙←B 8 1 30 +10 Unblockable

→↘↓↙←D 8 1 30 +10 Unblockable

→↘↓↙←BD 6 1 30 +26 Unblockable

→,←,→A 10 1,(1),1,(1),1,(1),1 24 Knockdown -6

→,←,→C 10 1,(1),1,(1),1,(1),1 24 Knockdown -6

→,←,→AC 15 1,(1),1,(1),1,(1),1,(1),1 27 Knockdown -9

fixed frames? Charge ↙,→B 9 8 21 Knockdown -7

Charge ↙,→D 16 15 28 Knockdown -9 26 fixed frames of recovery on block

Charge ↙,→BD 12 11 23 Knockdown -2 19 fixed frames of recovery on block

SDM/NeoMAX

↓↘→,→↘↓↙←A 6 12 26 Knockdown -19 Freeze of 29

↓↘→,→↘↓↙←C 11 20 26 Knockdown -27 Freeze of 29

→,←↙↓↘→A 18 - 52 Knockdown -20 Freeze of 29 Upper Body Armour f2~5

→,←↙↓↘→C 16 - 52 Knockdown -20 Freeze of 29 Upper Body Armour f1~3

→,←↙↓↘→AC 16 - 110 Knockdown -42 Freeze of 29 Upper Body Armour f1~3

↓↘→↓↘→AC 5 8,(51),2 69 Knockdown -53 Freeze of 29

Move Startup Active Recovery Duration Hitstun Blockstun

Page 27: KOF13 Frame data

Hops

hop Empty 4(prejump frames) - 1(landing frame) 25 - -hop A 6 7 Until Landing+1 25 13 13hop B 4 10 Until Landing+1 25 13 13hop C 9 5 Until Landing+1 25 13 16hop D 8 6 Until Landing+1 25 13 16

hop CD 9 6 Until Landing+1 25 Knockdown 19

Jumps

jump Empty 4(prejump frames) - 1(landing frame) 33 - -

jump A 6 8 Until Landing+1 33 13 13

jump B 4 12 Until Landing+1 33 13 13

jump C 9 6 Until Landing+1 33 13 16

jump D 8 8 Until Landing+1 33 13 16

jump CD 9 6 Until Landing+1 33 Knockdown 23

Page 28: KOF13 Frame data

Mr. Karate

Move Startup Active Recovery Hit Adv Block Adv.

Normals

st.A 4 3 8 +4 +2

cr.A 3 3 8 +4 +2

st.B 4 3 9 +3 +1

cr.B 4 3 10 +2 0

cl.C 3 4 16 +1 -1

st.C 7 4 17 0 -2

cr.C 4 6 26 -11 -13

st.D 10 4 14 +3 +1

cr.D 7 4 20 Knockdown -5

→A 8 3,(2),3,(2),4 19 -2 -4

→A Cancel 8 3,(2),3,(2),4 19 -2 -4

→B 18 6 20 -5 -7

→B Cancel 18 6 20 -5 -7

st.CD 13 6 16 Knockdown +1

DM

↓↘→A 10 6 22 Knockdown -3 20 fixed frames of recovery on block

↓↘→C 16 6 22 Knockdown -10 27 fixed frames of recovery on block 25 frames of recovery with dash follow u -8 on block with dash follow u

↓↘→AC 36 2 18 Crumple 0 48 fixed frames of recovery on block

→↓↘A 4 16 27 Knockdown -25

→↓↘C 6 16 39 Knockdown -37

→↓↘C > AB 6 4 28 Knockdown -14

→↓↘AC 5 3,(1),11 47 Knockdown -40

→↘↓↙←B 21 1 22 Knockdown Unblockable Activation Box appears on frame 15~38 62 total frames if attack doesn't activate

→↘↓↙←D 21 1 22 Knockdown Unblockable Activation Box appears on frame 15~38 62 total frames if attack doesn't activate

→↘↓↙←BD 25 1 22 Knockdown Unblockable

↓↙←A 6 25 11 - - Teleport is 18 frames with 8f freeze f6~30 counter upper body↓↙←C 6 25 11 - - Teleport is 18 frames with 8f freeze f6~30 counter upper body

↓↙←AC 1 30 11 - - f1~30 counter upper body> ↓↙←AC: Close 0 6 24 Crumple Unblockable I mean I guess it's unblockable... send me how to block it if there's a way

> ↓↙←AC: Far 16 2 46 Knockdown -26

→,←,→A 12 3,(3),3,(3),3,(3),3,(3),3,(3),3,(3),3,(3),3 16 Knockdown -38 If blocked once, following hits don't activate

→,←,→C 12 3,(3),3,(3),3,(3),3,(3),3,(3),3,(3),3,(3),3 16 Knockdown -38 If blocked once, following hits don't activate

→,←,→AC 9 2,(2),2,(2),2,(2),2,(2),2,(2),2,(2),2,(2),2,(2),2,(2),2,(2),2,(2) 20 Knockdown -43 If blocked once, following hits don't activate

air ←↙↓↘→B 9 8 Until Landing+14 Knockdown 18(blockstun) -9 on block at lowest possible height Landing recovery of 8 on whiff

air ←↙↓↘→D 13 9 Until Landing+20 Knockdown 18(blockstun) -4 on block at lowest possible height Landing recovery of 11 on whiff

air ←↙↓↘→BD 9 11 Until Landing+14 Knockdown 18(blockstun) -14 on block at lowest possible height

SDM/NeoMAX

↓↘→,→↘↓↙←A 6 12 26 Knockdown -19 Freeze of 29

↓↘→,→↘↓↙←C 17 20 26 Knockdown -27 Freeze of 29

↓↘→,→↘↓↙←AC 5 17 26 Knockdown -24 Freeze of 29

→,←↙↓↘→A 18 - 70 Knockdown -38 Freeze of 29 Upper Body Armour f2~5

→,←↙↓↘→C 18 - 70 Knockdown -38 Freeze of 29 Upper Body Armour f2~5

↓↘→↓↘→B/D 5 21 44 Knockdown -40 Freeze of 29

↓↙←,←↙↓↘→AC 5 5 34 Knockdown -18 Freeze of 76

Move Startup Active Recovery Duration Hitstun BlockstunHops

hop Empty 4(prejump frames) - 1(landing frame) 25 - -

hop A 5 8 Until Landing+1 25 13 13

hop B 4 10 Until Landing+1 25 13 13

hop C 7 6 Until Landing+1 25 13 16

Page 29: KOF13 Frame data

hop D 7 7 Until Landing+1 25 13 16

hop CD 11 6 Until Landing+1 25 Knockdown 19

Jumps

jump Empty 4(prejump frames) - 1(landing frame) 33 - -

jump A 5 8 Until Landing+1 33 13 13

jump B 4 12 Until Landing+1 33 13 13

jump C 7 7 Until Landing+1 33 13 16

jump D 7 9 Until Landing+1 33 13 16

jump CD 11 8 Until Landing+1 33 Knockdown 23

Page 30: KOF13 Frame data

Iori

Move Startup Active Recovery Hit Adv Block Adv.

Normals

cl.A 4 3 9 +3 +1

st.A 6 4 6 +5 +3

cr.A 5 4 9 +2 0

cl.B 5 4 8 +3 +1

st.B 6 4 10 +1 -1

cr.B 4 6 7 +2 0

cl.C 3 7 14 0 -2

st.C 8 3 20 -2 -4

cr.C 6 4 19 -2 -4

cl.D 7 5 15 +1 -1

st.D 9 4 17 0 -2

cr.D 6 7 34 Knockdown -22

↘C 21 2 19 0 -2

↘C Cancel 18 5 29 -13 -15

→A 9 2 22 -3 -5

> A 13 7 19 -5 -7

→A Cancel 9 2 22 -3 -5

> A 13 7 19 -5 -7

st.CD 15 6 18 Knockdown -1

DM

←↙↓↘→A 9 1 29 Knockdown Unblockable

←↙↓↘→C 9 1 29 Knockdown Unblockable

←↙↓↘→AC 5 1 31 Knockdown Unblockable

→↓↘A 4 6 33 Knockdown -21

→↓↘C 14 4 23 Knockdown -9

→↓↘AC 4 6 33 Knockdown -17

↓↙←B 17 4 16 +1 -4 Activation Box appears on frame 9~16 29 total frames if attack doesn't activate 21 fixed frames of recovery on block

↓↙←D 21 4 16 +1 -2 Activation Box appears on frame 13~30 52 total frames if attack doesn't activate

↓↙←BD 18 4 16 Knockdown 0 Activation Box appears on frame 11~18 37 total frames if attack doesn't activate

↓↙←A 11 2,(7),8 18 Knockdown -8

↓↙←C 18 2,(7),8 12 Knockdown -2

↓↙←AC 19 3,(6),8 11 Knockdown -1

SDM/NeoMAX

↓↘→,→↘↓↙←A/C 6 13 25 Knockdown -12 Freeze of 29 30 fixed frames of recovery on block

↓↘→,→↘↓↙←AC 4 13 29 Knockdown -17 Freeze of 29 35 fixed frames of recovery on block

↓↘→↓↘→BD 7 3,(4),5 56 Knockdown -39 Freeze of 50

Move Startup Active Recovery Duration Hitstun BlockstunHops

hop Empty 4(prejump frames) - 1(landing frame) 24 - -hop A 5 6 Until Landing+1 24 13 13hop B 5 6 Until Landing+1 24 13 13hop C 9 4 Until Landing+1 24 13 16hop D 6 5 Until Landing+1 24 13 16

hop CD 12 5 Until Landing+1 24 Knockdown 19

Page 31: KOF13 Frame data

hop ←B 5 5 Until Landing+1 - 21 19

Jumps

jump Empty 4(prejump frames) - 1(landing frame) 32 - -

jump A 6 8 Until Landing+1 32 13 13

jump B 5 8 Until Landing+1 32 13 13

jump C 9 4 Until Landing+1 32 13 16

jump D 6 5 Until Landing+1 32 13 16

jump CD 13 6 Until Landing+1 32 Knockdown 23

jump ←B 5 5 Until Landing+1 - 21 19

Page 32: KOF13 Frame data

EX Iori

Move Startup Active Recovery Hit Adv Block Adv.

Normals

cl.A 4 3 9 +3 +1

st.A 6 3 6 +6 +4

cr.A 5 4 9 +2 0

cl.B 5 6 5 +4 +2

st.B 6 4 9 +1 -1

cr.B 4 6 7 +2 0

cl.C 3 7 14 0 -2

st.C 8 3 20 -2 -4

cr.C 6 4 19 -2 -4

cl.D 7 5 15 +1 -1

st.D 9 4 17 0 -2

cr.D 6 7 34 Knockdown -22

→A 9 2 22 -3 -5

> A 13 7 19 -5 -7

→A Cancel 9 2 22 -3 -5

> A 13 7 19 -5 -7

→B 24 3 19 -1 -3

→B Cancel 24 3 19 -1 -3

st.CD 11 8 20 Knockdown -5

DM

↓↘→A 16 - 31 0 -3 Advantage measured at closest range

↓↘→C 13 - 39 -8 -11 Advantage measured at closest range

↓↘→AC 22 - 27 +69 -2 Advantage measured at closest range

→↓↘A 6 12 29 Knockdown -23

→↓↘C 6 18 41 Knockdown -36

→↓↘AC 4 10,(8),10,(11),18 44 Knockdown -39

→↘↓↙←B 20 7 35 Knockdown -19 Activation Box appears on frame 7~30 49 total frames if attack doesn't activate Recovery on whiff after activation is 28

→↘↓↙←D 20 7 35 Knockdown -19 Activation Box appears on frame 7~41 60 total frames if attack doesn't activate Recovery on whiff after activation is 28

→↘↓↙←BD 8 6 32 Knockdown -18

→↘↓↙←,→A 13 1 33 +12 Unblockable

→↘↓↙←,→C 13 1 33 +12 Unblockable

→↘↓↙←,→AC 13 1 37 +15 Unblockable

↓↙←A 9 3 22 -4 -9 26 fixed frames of recovery on block

> ↓↙←A 9 3 25 Knockdown -10

>> ↓↙←A 18 2 27 Knockdown -11

↓↙←C 15 3 25 -7 -12 29 fixed frames of recovery on block

> ↓↙←C 12 3 28 Knockdown -13

>> ↓↙←C 18 9 27 Knockdown -18

↓↙←AC 13 3 19 -1 -4

> ↓↙←AC 11 3 28 Knockdown -13

>> ↓↙←AC 12 15 21 Knockdown -18

SDM/NeoMAX

↓↘→,→↘↓↙←A/C 9 13 25 Knockdown -12 Freeze of 29 30 fixed frames of recovery on block

> ↓↘→↓↘→↓↘→↓↘→A/C 6 1,(45),21,(52),12 - Knockdown Unblockable Freeze of 48

↓↘→,→↘↓↙←AC 3 13 25 Knockdown -12 Freeze of 29 30 fixed frames of recovery on block

↓↘→↓↘→A 5 10,(19),10 25 Knockdown -6 Freeze of 29

Page 33: KOF13 Frame data

↓↘→↓↘→C 11 10,(19),10 25 Knockdown -6 Freeze of 29

↓↙←,←↙↓↘→AC 17 1 42 Knockdown Unblockable Freeze of 50

Move Startup Active Recovery Duration Hitstun BlockstunHops

hop Empty 4(prejump frames) - 1(landing frame) 24 - -hop A 5 6 Until Landing+1 24 13 13hop B 5 6 Until Landing+1 24 13 13hop C 9 4 Until Landing+1 24 13 16hop D 6 5 Until Landing+1 24 13 16

hop CD 12 5 Until Landing+1 24 Knockdown 19

hop ←B 5 5 Until Landing+1 - 21 19

Jumps

jump Empty 4(prejump frames) - 1(landing frame) 33 - -

jump A 6 8 Until Landing+1 33 13 13

jump B 5 7 Until Landing+1 33 13 13

jump C 9 4 Until Landing+1 33 13 16

jump D 6 5 Until Landing+1 33 13 16

jump CD 13 6 Until Landing+1 33 Knockdown 23

jump ←B 5 5 Until Landing+1 - 21 19

Page 34: KOF13 Frame data

Mature

Move Startup Active Recovery Hit Adv Block Adv.

Normals

st.A 4 4 9 +2 0

cr.A 4 4 10 +1 -1

cl.B 4 3,(8),4 11 0 -2

st.B 6 4 12 -1 -3

cr.B 5 4 9 +2 0

cl.C 3 7 23 -9 -11

st.C 11 3 19 -1 -3

cr.C 5 4 25 -8 -10

cl.D 7 4 23 -6 -8

st.D 8 4 20 -3 -5

cr.D 9 5 27 Knockdown -13

st.CD 14 6 19 Knockdown -2

DM

↓↙←A 12 8 20 -2 -5

> ↓↙←A 11 9 26 -9 -12

>> ↓↙←A 12 10 24 Knockdown -12

↓↙←C 12 8 20 -2 -5

> ↓↙←C 11 9 26 -9 -12

>> ↓↙←C 12 10 24 Knockdown -12

↓↙←AC 9 11 17 -2 -10

> ↓↙←AC 8 8 24 -6 -14

>> ↓↙←AC 9 11 17 -2 -10

>>> ↓↙←AC 8 8 24 -6 -14

>>>> ↓↙←AC 11 13 17 Knockdown -10

↓↙←B 11 3 19 -1 -4

↓↙←D 25 9 13 +5 +2 Activation Box appears on f12~27 45 total frames if attack doesn't activate

↓↙←BD 18 10 14 +4 -2 Activation Box appears on f8~25 45 total frames if attack doesn't activate

↓↘→,→↘↓↙←A 30 - 25 Knockdown +1 Advantage measured at closest range

↓↘→,→↘↓↙←C 26 - 27 Knockdown -1 Advantage measured at closest range

↓↘→,→↘↓↙←AC 24 - 29 Knockdown +17 Advantage measured at closest range

→↓↘A 2(grounded frames) 33(airbourne frames) 6(landing frames) - - 41 Total Frames

> A/C 15 6 Until Landing+7 Knockdown 19(blockstun) Startup is fastest possible +4 on block at lowest possible height

→↓↘C 5(grounded frames) 44(airbourne frames) 6(landing frames) - - 55 Total Frames

> A/C 21 6 Until Landing+7 Knockdown 19(blockstun) Startup is fastest possible +7 on block at lowest possible height

→↓↘AC 14 7 13 Knockdown -13 30 fixed frames of recovery on block

SDM/NeoMAX

↓↙←,←↙↓↘→B/D 15 15 21 Knockdown -23 Freeze of 30 41 fixed frames of recovery on block

↓↘→↓↘→A/C 7 8,(12),8,(12),8,(10),1 31 Knockdown -10 Freeze of 29

Page 35: KOF13 Frame data

↓↘→↓↘→AC 6 8,(12),8,(12),8,(10),1 31 Knockdown -10 Freeze of 29↓↙←,←↙↓↘→AC 18 5 59 Knockdown -34 Freeze of 98

Move Startup Active Recovery Duration Hitstun BlockstunHops

hop Empty 4(prejump frames) - 1(landing frame) 26 - -

hop A 6 6 Until Landing+1 26 13 13

hop B 7 8 Until Landing+1 26 13 13

hop C 6 3 Until Landing+1 26 13 16

hop D 6 6 Until Landing+1 26 13 16

hop CD 10 6 Until Landing+1 26 Knockdown 19

Jumps

jump Empty 4(prejump frames) - 1(landing frame) 35 - -

jump A 6 8 Until Landing+1 35 13 13

jump B 7 10 Until Landing+1 35 13 13

jump C 6 3 Until Landing+1 35 13 16

jump D 6 7 Until Landing+1 35 13 16

jump CD 12 7 Until Landing+1 35 Knockdown 23

Page 36: KOF13 Frame data

Vice

Move Startup Active Recovery Hit Adv Block Adv.

Normals

st.A 4 3 8 +4 +2

cr.A 5 3 9 +3 +1

st.B 6 4 11 0 -2

cr.B 6 4 8 +3 +1

cl.C 7 6 15 0 -2

st.C 7 4 16 +1 -1

cr.C 6 3 25 -7 -9

cl.D 5 4 15 +2 0

> D 6 5 21 -5 -7

st.D 8 5 21 -5 -7

cr.D 8 4 19 Knockdown -4

→A 20 3 21 -3 -5

→A Cancel 15 3 20 -2 -4

st.CD 15 6 18 Knockdown -1

DM

↓↙←A 8 5 28 Knockdown -15

> ↓↘→A/C 16 1 9 Knockdown Unblockable

↓↙←C 18 5 21 Knockdown -8

> ↓↘→A/C 16 1 9 Knockdown Unblockable

↓↙←AC 14 4 23 Knockdown -14 28 fixed frames of recovery on block

> ↓↘→A/C 20 1 9 Knockdown Unblockable

→↓↘A 23 9 31 Knockdown Unblockable

→↓↘C 25 14 31 Knockdown Unblockable 27 frame startup vs standing

→↓↘AC 21 4 31 Knockdown Unblockable

→↘↓↙←,→A 1 1 35 Knockdown Unblockable

→↘↓↙←,→C 1 1 35 Knockdown Unblockable

→↘↓↙←,→AC 1 1 35 Knockdown Unblockable

←↙↓↘→B 16 2 26 +2 -5

←↙↓↘→D 22 2 26 0 -5

←↙↓↘→BD 12 2 33 +11 -12

SDM/NeoMAX

→↘↓↙←→↘↓↙←B/D 1 1 44 Knockdown Unblockable Freeze of 29

→↘↓↙←→↘↓↙←BD 1 1 44 Knockdown Unblockable Freeze of 29

air ↙↓↘→↗↑↓A/C 1 1 Until Landing+17 Knockdown Only Hits Air Freeze of 28

↓↙←,←↙↓↘→AC 5 14 78 Knockdown -62 Freeze of 108 Advantage and startup measured from in the corne

Move Startup Active Recovery Duration Hitstun BlockstunHops

hop Empty 4(prejump frames) - 1(landing frame) 27 - -

Page 37: KOF13 Frame data

hop A 5 8 Until Landing+1 27 13 13hop B 6 10 Until Landing+1 27 13 13hop C 6 8 Until Landing+1 27 13 16hop D 6 6 Until Landing+1 27 13 16

hop CD 7 6 Until Landing+1 27 Knockdown 19

Jumps

jump Empty 4(prejump frames) - 1(landing frame) 38 - -

jump A 5 8 Until Landing+1 38 13 13

jump B 6 12 Until Landing+1 38 13 13

jump C 6 8 Until Landing+1 38 13 16

jump D 6 6 Until Landing+1 38 13 16

jump CD 8 8 Until Landing+1 38 Knockdown 23

Page 38: KOF13 Frame data

Elisabeth

Move Startup Active Recovery Hit Adv Block Adv.

Normals

st.A 4 4 7 +4 +2

cr.A 5 4 8 +3 +1

st.B 4 4 8 +3 +1

cr.B 4 4 7 +4 +2

cl.C 5 4 18 -1 -3 Activation Box appears on frame 4~7

st.C 9 3 19 -1 -3

cr.C 8 4 20 -3 -5

cl.D 8 3 19 -1 -3

st.D 12 4 22 -5 -7

cr.D 7 3 25 Knockdown -9

→B 15 3 25 -7 -9

→B Cancel 15 3 25 -7 -9

st.CD 14 6 25 Knockdown -8

DM

↓↘→A 10 6 16 Knockdown -4

↓↘→C 23 11 10 Knockdown +1

↓↘→AC 11 9 12 Knockdown +12

→↓↘A 13 3 19 Knockdown -4

→↓↘C 18 3 20 Knockdown -8 29 fixed frames of recovery on block

→↓↘AC 13 3 25 Knockdown -10

↓↘→B 20 - 8 - - Startup is Elisabeth moving Recovery is time from stopping to neutral

↓↘→D 20 - 8 - - Startup is Elisabeth moving Recovery is time from stopping to neutral

↓↘→BD 20 - 8 - - Startup is Elisabeth moving Recovery is time from stopping to neutral

↓↙←B 24 - 13 - - Startup is Elisabeth moving Recovery is time from stopping to neutral

↓↙←D 24 - 13 - - Startup is Elisabeth moving Recovery is time from stopping to neutral

↓↙←BD 24 - 13 - - Startup is Elisabeth moving Recovery is time from stopping to neutral

↓↙←A 2 15 14 - - f2~16 counter upper body Recovery if activated is 13

↓↙←C 2 15 14 - - f2~16 counter lower body Recovery if activated is 13

↓↙←AC 1 16 19 -1 - f1~16 counter

→↘↓↙←,→A 7 1 30 Knockdown Unblockable

→↘↓↙←,→C 7 1 30 Knockdown Unblockable

→↘↓↙←,→AC 5 1 30 Knockdown Unblockable

SDM/NeoMAX

↓↘→↓↘→A/C 11 27 48 Knockdown -30 Freeze of 29

↓↘→↓↘→AC 11 - 75 Knockdown -15 Freeze of 29

↓↘→,→↘↓↙←A/C 6 7 44 Knockdown -28 Freeze of 29 Activation Box appears on frame 2~6 If move doesn't activate, goes active on frame 10

↓↙←,←↙↓↘→BD 1 24 25 Knockdown - f1~24 counter

Move Startup Active Recovery Duration Hitstun BlockstunHops

hop Empty 4(prejump frames) - 1(landing frame) 25 - -hop A 5 3 Until Landing+1 25 13 13hop B 4 8 Until Landing+1 25 13 13hop C 7 3 Until Landing+1 25 13 16 Activation Box appears on frame 6~8

hop D 6 6 Until Landing+1 25 13 16hop CD 12 3 Until Landing+1 25 Knockdown 19

Jumps

jump Empty 4(prejump frames) - 1(landing frame) 34 - -

Activation Box appears on frame 8~10

Activation Box appears on frame 7~12

Recovery if activated can be cancelled to specials

Page 39: KOF13 Frame data

jump A 5 5 Until Landing+1 34 13 13

jump B 4 10 Until Landing+1 34 13 13

jump C 7 3 Until Landing+1 34 13 16 Activation Box appears on frame 6~9

jump D 6 7 Until Landing+1 34 13 16

jump CD 12 4 Until Landing+1 34 Knockdown 23

Page 40: KOF13 Frame data

Duo Lon

Move Startup Active Recovery Hit Adv Block Adv.

Normals

st.A 5 3 7 +5 +3

cr.A 4 3 6 +6 +4

st.B 6 4 8 +3 +1

cr.B 5 4 8 +3 +1

st.C 5 4 16 +1 -1

cr.C 6 7 22 -8 -10

cl.D 6 6 22 -7 -9

st.D 9 4 22 -5 -7

cr.D 9 3 21 Knockdown -5

→A 9 2 21 -2 -4

→A Cancel 9 2 21 -2 -4

→AC 6 1,(1),2 15 +9 +2

→B 11 5 29 +5 +1

→B Cancel 11 5 29 +5 +1

→BD 7 3 25 Knockdown +2 Startup of 6 from distance

st.CD 13 6 18 Knockdown -1

DM

↓↘→A 7 7 19 -5 -8 Up to -2 on block when spaced correctly

> ↓↘→A 7 7 22 -8 -11

>> ↓↘→A 7 4 40 Knockdown -26

↓↘→C 7 7 19 -5 -8 Up to -2 on block when spaced correctly

> ↓↘→C 7 7 22 -8 -11

>> ↓↘→C 7 4 40 Knockdown -26

↓↘→AC 5 4 18 -1 -4

> ↓↘→AC 5 5 18 +3 -1

>> ↓↘→AC 6 3 42 Knockdown -27

↓↙←A 21 - 24 +7 +4

↓↙←C 44 - 7 +24 +21

↓↙←AC 39 - 20 +82 +78

↓↙←B - - - - - 47 Total Frames

↓↙←D - - - - - 47 Total Frames

↓↙←BD - - - - - 32 Total Frames

↓↘→B - - - - - 29 Total Frames

↓↘→D - - - - - 39 Total Frames

↓↘→BD - - - - - 23 Total Frames

SDM/NeoMAX

↓↙←,←↙↓↘→A/C 14 11 34 Knockdown -9 Freeze of 29 31 fixed frames of recovery on block

↓↙←,←↙↓↘→AC 5 9 34 Knockdown -17 Freeze of 29 39 fixed frames of recovery on block

→↘↓↙←→↘↓↙←AC 1 1 77 Knockdown Unblockable Freeze of 38

Page 41: KOF13 Frame data

Move Startup Active Recovery Duration Hitstun BlockstunHops

hop Empty 4(prejump frames) - 1(landing frame) 27 - -

hop A 5 4 Until Landing+1 27 13 13

hop B 5 4 Until Landing+1 27 13 13

hop C 6 6 Until Landing+1 27 13 16

hop D 7 6 Until Landing+1 27 13 16

hop CD 10 6 Until Landing+1 27 Knockdown 19

hop →A 8 4 Until Landing+1 - 15 13

hop →AC 5 4 Until Landing+1 - 15 13

hop →B 11 3 Until Landing+1 - 15 13

hop →BD 8 3 Until Landing+1 - 26

Jumps

jump Empty 4(prejump frames) - 1(landing frame) 35 - -

jump A 5 6 Until Landing+1 35 13 13

jump B 5 8 Until Landing+1 35 13 13

jump C 6 7 Until Landing+1 35 13 16

jump D 7 7 Until Landing+1 35 13 16

jump CD 10 7 Until Landing+1 35 Knockdown 23

jump →A 8 4 Until Landing+1 - 15 13

jump →AC 5 4 Until Landing+1 - 15 13

jump →B 11 3 Until Landing+1 - 15 13

jump →BD 8 3 Until Landing+1 - 26 19

Page 42: KOF13 Frame data

Shen

Move Startup Active Recovery Hit Adv Block Adv.

Normals

st.A 4 3 7 +5 +3

cr.A 5 4 7 +4 +2

st.B 7 3 11 +1 -1

cr.B 5 4 7 +4 +2

cl.C 5 4 16 +1 -1

st.C 9 4 22 -5 -7 Upper Body Armour f2~7

cr.C 4 8 24 -11 -13

cl.D 6 11 20 -10 -12

st.D 11 4 24 -7 -9

cr.D 8 4 23 Knockdown -8

→B 16 4 17 0 -2

→B Cancel 16 4 17 0 -2

st.CD 14 7 17 Knockdown -1

DM

↓↘→A 15 4 19 0 -3 20 fixed frames of recovery on hit 24 fixed frames of recovery on block

↓↘→C 21 6 22 0 -6 20 fixed frames of recovery on hit Quickest Cancel = 13 frames

↓↘→C Level 2 32 7 19 0 -1 20 fixed frames of recovery on hit 22 fixed frames of recovery on block Minimum Startup

↓↘→C Level 3 35 8 17 0 -3 20 fixed frames of recovery on hit 24 fixed frames of recovery on block Minimum Startup

↓↘→C Level 4 58 7 23 Knockdown -8 Freeze of 20

↓↘→AC 16 9 31 Knockdown -8 25 fixed frames of recovery on block

↓↙←A 18 2 32 -13 -16

> ↓↘→A 16 3 32 Knockdown -17

↓↙←C 6 8 18 - - Nullifies Projectiles f6~13

↓↙←AC 18 2 36 -17 -20

> ↓↘→AC 13 2 22 Knockdown -13 30 fixed frames of recovery on block

→↘↓↙←,→A 5 1 33 Knockdown Unblockable

→↘↓↙←,→C 5 1 33 Knockdown Unblockable

→↘↓↙←,→AC 3 1 34 Knockdown Unblockable

↓↘→B 14 6 19 Knockdown -7

↓↘→D 17 6 14 Knockdown -2

↓↘→BD 15 7 23 Knockdown -7

SDM/NeoMAX

↓↘→↓↘→A/C 11 7 31 Knockdown -20 Freeze of 29

↓↘→↓↘→AC 8 7 28 Knockdown -17 Freeze of 29

C~A~B~C 3 6 41 Knockdown -28 Freeze of 59

↓↘→,→↘↓↙←AC 15 4 45 Knockdown -30 Freeze of 30

Move Startup Active Recovery Duration Hitstun BlockstunHops

hop Empty 4(prejump frames) - 1(landing frame) 25 - -

hop A 6 6 Until Landing+1 25 13 13

Page 43: KOF13 Frame data

hop B 5 5 Until Landing+1 25 13 13

hop C 6 6 Until Landing+1 25 13 16

hop D 8 6 Until Landing+1 25 13 16

hop CD 12 4 Until Landing+1 25 Knockdown 19

Jumps

jump Empty 4(prejump frames) - 1(landing frame) 35 - -

jump A 6 8 Until Landing+1 35 13 13

jump B 5 7 Until Landing+1 35 13 13

jump C 6 7 Until Landing+1 35 13 16

jump D 8 7 Until Landing+1 35 13 16

jump CD 12 4 Until Landing+1 35 Knockdown 23

Page 44: KOF13 Frame data

Kim

Move Startup Active Recovery Hit Adv Block Adv.

Normals

st.A 5 4 7 +4 +2

cr.A 4 3 7 +5 +3

st.B 6 6 13 -4 -6

cr.B 4 4 9 +2 0

cl.C 4 7 14 0 -2

st.C 11 4 21 -4 -6

cr.C 7 5 15 +1 -1

cl.D 3 2 21 -2 -4

st.D 6 2,(10),2 14 +5 +3

cr.D 8 7 19 Knockdown -7

→→A 10 7 21 -19 -21 39 fixed frames of recovery on hit and block

→→A Cancel 10 7 21 -19 -21 39 fixed frames of recovery on hit and block

→B 20 4 19 -2 -4

→B Cancel 23 4 19 -2 -4

st.CD 15 7 17 Knockdown -1

DM

↓↙←B 16 2 18 Knockdown -8 25 fixed frames of recovery on block

↓↙←D 9 3,(5),6,(2),2 25 Knockdown -16 32 fixed frames of recovery on block Startup of 17 vs Standing

↓↙←BD 11 2,(1),2 11 Knockdown +1 15 fixed frames of recovery on block

Charge ↓,↑B 4 6 40 Knockdown -28

Charge ↓,↑D 6 3,(2),6 45 Knockdown -33

Charge ↓,↑BD 3 5,(6),5,(21),6 34 Knockdown -43

air ↓↙←B 15 7 Until Landing+15 Knockdown 18(blockstun) -2 on block at lowest possible height

air ↓↙←D 17 7 Until Landing+10 Knockdown 18(blockstun) +2 on block at lowest possible height

air ↓↙←BD 5 3,(4),6,(2),7 Until Landing+15 Knockdown 18(blockstun) 0 on block at lowest possible height

air ↓↘→B 10 Until Landing/Hitting 17(Landing) Knockdown 19(blockstun) Landing Recovery of 13 on hit or block -31 on block at lowest possible height

air ↓↘→D 10 Until Landing/Hitting 17(Landing) Knockdown 19(blockstun) Landing Recovery of 13 on hit or block -31 on block at lowest possible height

air ↓↘→BD 13 Until Landing 19(Landing) 21(hitstun) 18(blockstun) Landing Recovery of 16 on hit or block +1 on block at lowest possible height+4 on hit at lowest possible height

SDM/NeoMAX

↓↙←,←↙↓↘→B/D 11 14 25 Knockdown -8 Freeze of 29 26 fixed frames of recovery on block

↓↙←,←↙↓↘→B/D(Air 4 Until Landing 30(Landing) Knockdown -8 Freeze of 29 26 fixed frames of recovery on block

↓↙←,←↙↓↘→BD 6 10 30 Knockdown -8 Freeze of 29 26 fixed frames of recovery on block

↓↙←,←↙↓↘→BD(Air) 3 Until Landing 28(Landing) Knockdown -9 Freeze of 29 27 fixed frames of recovery on block

↓↘→↓↘→B 8 4 35 Knockdown +2 Freeze of 29 15 fixed frames of recovery on block

↓↘→↓↘→D 11 4 29 Knockdown +2 Freeze of 29 15 fixed frames of recovery on block

↓↙←,←↙↓↘→AC 5 10 25 Knockdown -10 Freeze of 29 28 fixed frames of recovery on block

Move Startup Active Recovery Duration Hitstun Blockstun

Page 45: KOF13 Frame data

Hops

hop Empty 4(prejump frames) - 1(landing frame) 27 - -

hop A 6 6 Until Landing+1 27 13 13

hop B 5 9 Until Landing+1 27 13 13

hop C 9 6 Until Landing+1 27 13 16

hop D 8 6 Until Landing+1 27 13 16

hop CD 12 6 Until Landing+1 27 Knockdown 19

Jumps

jump Empty 4(prejump frames) - 1(landing frame) 40 - -

jump A 5 6 Until Landing+1 40 13 13

jump B 5 12 Until Landing+1 40 13 13

jump C 10 6 Until Landing+1 40 13 16

jump D 8 7 Until Landing+1 40 13 16

jump CD 12 7 Until Landing+1 40 Knockdown 23

Page 46: KOF13 Frame data

Hwa Jai

Move Startup Active Recovery Hit Adv Block Adv.

Normals

st.A 5 4 7 +4 +2

cr.A 4 4 6 +5 +3

st.B 5 5 7 +3 +1

cr.B 4 4 6 +5 +3

cl.C 5 4 14 +3 +1

st.C 6 7 11 +3 +1

cr.C 5 5 14 +2 0

cl.D 6 8 11 +2 0

st.D 7 4 16 +1 -1

cr.D 7 6 13 Knockdown 0

↘B 6 10 13 -2 -4 Up to +5 on block and +7 on hit

↘B Cancel 6 10 13 -2 -4 Up to +5 on block and +7 on hit

st.CD 14 4 15 Knockdown +4

DM

↓↘→A 10 1,(5),1,(5),1 18 +2 -1

> ↓↘→A/C 1 1,(9),3 29 Knockdown -14

↓↘→C 10 1,(5),1,(5),1,(4),1,(5),1,(5),1 19 +1 -2

> ↓↘→A/C 1 1,(9),3 29 Knockdown -14

↓↘→AC 6 1,(5),1,(5),1,(5),2,(9),3 18 Knockdown -3

→↓↘B 8 12 39 Knockdown -33

Drunk →↓↘B 7 12 46 Knockdown -40

→↓↘D 15 16 18 Knockdown -10

Drunk →↓↘D 13 16 18 Knockdown -10

→↓↘BD 12 16 43 Knockdown -41

> →B/D 13 16 Until Landing+21 Knockdown 18(blockstun)

> ↘B/D 15 Until Landing 21(Landing) Knockdown 18(blockstun) -5 on block at lowest possible height

> ↗B/D 13 10 Until Landing+21 Knockdown 18(blockstun)

> ←B/D 13 16 Until Landing+21 Knockdown 18(blockstun)

> ↙B/D 15 Until Landing 21(Landing) Knockdown 18(blockstun)

> ↖B/D 13 10 Until Landing+21 Knockdown 18(blockstun)

↓↙←B 17 3 17 +1 -2

Drunk ↓↙←B 12 8 17 +1 -2 Startup of 15 vs StandingStartup of 17 vs Crouching

↓↙←D 19 15 13 -2 -5 Startup of 24 vs StandingStartup of 27 vs Crouching

+1 on hit vs Crouching-2 on block vs Crouching

+5 on hit in the corner vs standing and crouching +2 on block in the corner vs standing and crouching

Drunk ↓↙←D 18 15 9 +2 -1 Startup of 21 vs StandingStartup of 23 vs Crouching

+8 on hit in the corner vs standing and crouching +5 on block in the corner vs standing and crouching

↓↙←BD 9 11,(8),12 12 Knockdown +1 Startup of 14 vs Crouchingair →↓↘B 12 Until Landing 13(Landing) Knockdown 18(blockstun) +4 on block at lowest possible height

air →↓↘D 16 16 32 Knockdown 18(blockstun) -23 on block at lowest possible height

air →↓↘BD 13 Until Landing 21(Landing) Knockdown 18(blockstun) -5 on block at lowest possible height See above for follow-ups

air ↓↙←B 10 5 Until Landing+9 21(hitstun) 18(blockstun) +11 on hit at lowest possible height +8 on block at lowest possible height

air ↓↙←D 23 6 Until Landing+9 Knockdown 29(blockstun) 0 on block at lowest possible height

air ↓↙←BD 8 21 Until Landing+10 Knockdown 31(blockstun) -7 on block at lowest possible height

SDM/NeoMAX

↓↘→,→↘↓↙←A 2 1 31 Knockdown Unblockable Freeze of 29

↓↘→,→↘↓↙←C 18 1 26 Knockdown Unblockable Freeze of 29

↓↘→↓↘→B/D 7 16 37 Knockdown -34 Freeze of 30

↓↘→↓↘→BD 4 16 37 Knockdown -34 Freeze of 30

Page 47: KOF13 Frame data

↓↙←↓↙←A/C 16 - 12 - - Freeze of 52 Startup = still invincible Recovery = hittable state

↓↘→,→↘↓↙←BD 8 15,(11),4 36 Knockdown -22 Freeze of 30

Move Startup Active Recovery Duration Hitstun BlockstunHops

hop Empty 4(prejump frames) - 1(landing frame) 31 - -

hop A 7 8 Until Landing+1 31 13 13

hop B 6 7 Until Landing+1 31 13 13

hop C 8 5 Until Landing+1 31 13 16

hop D 7 6 Until Landing+1 31 13 16

hop CD 9 6 Until Landing+1 31 Knockdown 19

Jumps

jump Empty 4(prejump frames) - 1(landing frame) 38 - -

jump A 7 10 Until Landing+1 38 13 13

jump B 7 8 Until Landing+1 38 13 13

jump C 8 6 Until Landing+1 38 13 16

jump D 7 7 Until Landing+1 38 13 16

jump CD 9 7 Until Landing+1 38 Knockdown 23

Page 48: KOF13 Frame data

Raiden

Move Startup Active Recovery Hit Adv Block Adv.

Normals

st.A 4 4 9 +2 0

cr.A 7 4 9 +2 0

st.B 6 4 7 +4 +2

cr.B 5 6 7 +2 0

cl.C 5 3,(2),3 19 -1 -3

st.C 11 4 19 -2 -4

cr.C 6 6 18 -3 -5

cl.D 10 4,(2),3 18 0 -2

st.D 7 5 21 -5 -7

cr.D 9 5 22 Knockdown -8

st.CD 15 5 20 Knockdown -2

DM

↓↙←A 19 22 6 +2 -6 23 fixed frames of recovery on hit and block

↓↙←C 30 25 7 +13 +5 Activation Box appears on frame 29~58 12 fixed frames of recovery on hit and block Move goes active on frame 30 regardless of activation

↓↙←AC 18 - 26 Knockdown -2 Projectile is active for 37 frames

→↓↘A 5 7 43 Only Hits Air Only Hits Air

→↓↘C 5 7 43 Only Hits Air Only Hits Air

→↓↘AC 4 8 47 Only Hits Air Only Hits Air

←↙↓↘→B 1 1 37 Knockdown Unblockable

←↙↓↘→D 1 1 37 Knockdown Unblockable

←↙↓↘→BD 1 1 37 Knockdown Unblockable

Charge ↙,→A 19 9 15 Knockdown -6 Activation Box appears on frame 15~26 37 total frames if attack doesn't activate

Charge ↙,→C 31 9 16 Knockdown -7 Activation Box appears on frame 27~44 53 total frames if attack doesn't activate Upper Body Armour f3~26

> AB 13 - 14 - - Upper Body Armour f3~13

Charge ↙,→AC 14 11,(8),9 17 Knockdown -8

Dropkick(Hold B/D) Level 1 17 4 25 Knockdown -11

Dropkick(Hold B/D) Level 2 17 4 25 Knockdown -11

Dropkick(Hold B/D) Level 3 17 4 19 Knockdown -5

Dropkick(Hold B/D) Level 4 11 6 17 Knockdown -5 Freezes Screen/Inputs for 3 frames before startup

SDM/NeoMAX

→↘↓↙←,→↘↓↙←A/C 1 1 28 Knockdown Unblockable Freeze of 29

→↘↓↙←,→↘↓↙←AC 1 1 30 Knockdown Unblockable Freeze of 29

↓↘→↓↘→A/C 11 8,(12),8,(12),8,(11),4,(20), 26 Knockdown -12 Freeze of 29

↓↘→↓↘→BD 17 6 34 Knockdown -18 Freeze of 69

Move Startup Active Recovery Duration Hitstun BlockstunHops

hop Empty 4(prejump frames) - 1(landing frame) 29 - -

hop A 5 6 Until Landing+1 29 13 13

hop B 5 5 Until Landing+1 29 13 13

hop C 6 5 Until Landing+1 29 13 16

hop D 9 8 Until Landing+1 29 13 16

hop CD 9 5 Until Landing+1 29 Knockdown 19

Jumps

jump Empty 4(prejump frames) - 1(landing frame) 35 - -

jump A 5 7 Until Landing+1 35 13 13

jump B 5 8 Until Landing+1 35 13 13

jump C 6 6 Until Landing+1 35 13 16

jump D 9 12 Until Landing+1 35 13 16

jump CD 11 7 Until Landing+1 35 Knockdown 23

Raiden recovers 10 frames before projectile disappears

Page 49: KOF13 Frame data

Mai

Move Startup Active Recovery Hit Adv Block Adv.

Normals

cl.A 3 5 7 +3 +1

st.A 4 4 8 +3 +1

cr.A 5 3 8 +4 +2

st.B 6 4 9 +2 0

cr.B 4 4 9 +2 0

cl.C 4 5 14 +2 0

st.C 8 6 18 -3 -5

cr.C 4 7 17 -3 -5

cl.D 7 4 17 0 -2

st.D 8 7 19 -5 -7

cr.D 7 8 21 Knockdown -10

st.CD 13 7 12 Knockdown +4

DM

↓↘→A 15 - 30 +1 -2

↓↘→C 14 - 34 -3 -6

↓↘→AC 9 - 33 Knockdown -5

↓↙←A 15 9 25 Knockdown -1

↓↙←C 9 3,(15),9 31 Knockdown -7

↓↙←AC 7 3,(15),11 15 Knockdown +7

←↙↓↘→B 6 2,(4),2,(10),22 17 Knockdown -21 Startup of 12 vs Standing and Crouching

←↙↓↘→D 9 5,(2),3,(11),23 17 Knockdown -22 Startup of 12 vs Standing and Crouching

←↙↓↘→BD 9 10,(11),24 19 Knockdown -2 Startup of 12 vs Standing and Crouching

Charge ↓,↑A 36-49 Until Landing 17(Landing) Knockdown 18(blockstun) Startup varies on distance(min-max) 0 on block at lowest possible height

Charge ↓,↑C 36-49 Until Landing 17(Landing) Knockdown 18(blockstun) Startup varies on distance(min-max) 0 on block at lowest possible height

Charge ↓,↑A/C Feint 26-39(to wall) 5(on wall) 22(falling down) - - Startup varies on distance(min-max)

air ↓↙←A 21 Until Landing 17(Landing) Knockdown 18(blockstun) 0 on block at lowest possible height

air ↓↙←C 21 Until Landing 17(Landing) Knockdown 18(blockstun) 0 on block at lowest possible height

air ↓↙←AC 16 Until Landing 17(Landing) Knockdown 18(blockstun) 0 on block at lowest possible height

SDM/NeoMAX

↓↙←,←↙↓↘→B/D 11 3,(3),32 29 Knockdown -11 Freeze of 29

↓↙←,←↙↓↘→B/D(Air 10 28 Until Landing+24 Knockdown -3 Freeze of 30 Advantage at lowest possible height

↓↙←,←↙↓↘→BD 7 3,(3),32 29 Knockdown -9 Freeze of 29

↓↙←,←↙↓↘→BD(Air) 6 36 Until Landing+24 Knockdown -3 Freeze of 30 Advantage at lowest possible height

↓↘→,→↘↓↙←AC 1 10 28 Knockdown -15 Freeze of 59 33 fixed frames of recovery on block Startup of 5f in cornerStartup of 7f if opponent in corner

Move Startup Active Recovery Duration Hitstun BlockstunHops

hop Empty 4(prejump frames) - 1(landing frame) 28 - -

hop A 5 10 Until Landing+1 28 13 13

hop B 5 10 Until Landing+1 28 13 13

hop C 7 7 Until Landing+1 28 13 16

hop D 7 7 Until Landing+1 28 13 16

hop CD 9 5 Until Landing+1 28 Knockdown 19

Page 50: KOF13 Frame data

hop ↓B 10 Until Landing Until Landing+9 - Knockdown 19 +3 on block at lowest possible height

Jumps

jump Empty 4(prejump frames) - 1(landing frame) 38 - -

jump A 5 12 Until Landing+1 38 13 13

jump B 5 12 Until Landing+1 38 13 13

jump C 7 7 Until Landing+1 38 13 16

jump D 7 8 Until Landing+1 38 13 16

jump CD 9 5 Until Landing+1 38 Knockdown 23

jump ↓B 10 Until Landing Until Landing+9 - Knockdown 19 +3 on block at lowest possible height

Page 51: KOF13 Frame data

King

Move Startup Active Recovery Hit Adv Block Adv.

Normals

st.A 5 4 8 +3 +1

cr.A 5 4 6 +5 +3

st.B 4 4 10 +1 -1

cr.B 5 4 8 +3 +1

cl.C 6 6 15 0 -2

st.C 4 9 15 -3 -5

cr.C 5 10 16 -5 -7

cl.D 5 3,(5),7 18 -4 -6

st.D 8 7 17 -3 -5

cr.D 9 4 25 Knockdown -10

↘D 12 10 14 -3 -5

↘D Cancel 12 10 14 -3 -5

st.CD 13 5 18 Knockdown 0

DM

↓↘→B 12 - 32 -1 -4

↓↘→D 9 - 37 -6 -9

↓↘→BD 10 - 30 Knockdown +6

→↓↘B 9 4 38 Knockdown -23

→↓↘D 9 4 38 Knockdown -23

→↓↘BD 5 4 45 Knockdown -30

→↘↓↙←B 13 6,(3),3 21 Knockdown -6

→↘↓↙←D 10 6,(5),3 24 Knockdown -9

→↘↓↙←BD 10 6,(3),3 30 Knockdown -15

air ↓↘→B 6 - Until Landing+12 32(hitstun) 29(blockstun) +3 on hit at lowest possible height 0 on block at lowest possible height

air ↓↘→D 7 - Until Landing+12 Knockdown 29(blockstun) -8 on block at lowest possible height

air ↓↘→BD 6 - Until Landing+15 Knockdown 29(blockstun) +12 on block at lowest possible height

SDM/NeoMAX

↓↘→↓↘→B 8 - 57 Knockdown -11 Freeze of 29

↓↘→↓↘→D 8 - 57 Knockdown -11 Freeze of 29

↓↘→↓↘→A/C 4 5,(23),13 29 Knockdown -14 Freeze of 29

↓↘→↓↘→AC 3 5,(23),21 29 Knockdown -22 Freeze of 29

↓↙←↓↙←BD 0 - 68 Knockdown -36 Freeze of 46

air ↓↙←↓↙←BD 0 - Until Landing+17 Knockdown -34 Freeze of 46 Advantage at lowest possible height

Move Startup Active Recovery Duration Hitstun BlockstunHops

hop Empty 4(prejump frames) - 1(landing frame) 28 - -

hop A 6 8 Until Landing+1 28 13 13

Page 52: KOF13 Frame data

hop B 5 8 Until Landing+1 28 13 13

hop C 7 7 Until Landing+1 28 13 16

hop D 6 8 Until Landing+1 28 13 16

hop CD 12 6 Until Landing+1 28 Knockdown 19

Jumps

jump Empty 4(prejump frames) - 1(landing frame) 36 - -

jump A 6 10 Until Landing+1 36 13 13

jump B 5 10 Until Landing+1 36 13 13

jump C 7 8 Until Landing+1 36 13 16

jump D 6 11 Until Landing+1 36 13 16

jump CD 13 6 Until Landing+1 36 Knockdown 23

Page 53: KOF13 Frame data

Yuri

Move Startup Active Recovery Hit Adv Block Adv.

Normals

st.A 4 4 8 +3 +1

cr.A 4 3 8 +4 +2

st.B 4 4 10 +1 -1

cr.B 4 3 7 +5 +3

cl.C 4 10 16 -5 -7

st.C 6 7 14 0 -2

cr.C 3 6 20 -5 -7

cl.D 6 8 13 0 -2

st.D 9 4 15 +2 0

cr.D 8 5 19 Knockdown -5

→A 17 10 14 -3 -5

→A Cancel 17 10 14 -3 -5

st.CD 13 8 12 Knockdown +3

DM

↓↘→A 16 13 23 Knockdown -7

↓↘→C 22 16 11 Knockdown +2

↓↘→AC 13 19 15 Knockdown -5

→↓↘A 5 10 35 Knockdown -25

→↓↘C 12 12 36 Knockdown -26

→↓↘AC 7 10,(4),10 57 Knockdown -47

→↘↓↙←B 1 1 34 Knockdown Unblockable

→↘↓↙←D 16 1 27 Knockdown Unblockable Activation Box appears on frame 12~32 57 total frames if attack doesn't activate

→↘↓↙←BD 8 16 19 Knockdown -12 38 fixed frames of recovery on block

↓↘→B 19 - 34 -3 -6 7f landing recovery Fireball is active for 30f Advantage listed as hitting first frame

↓↘→D 26 - 44 Knockdown -16 7f landing recovery Fireball is active for 43f Advantage listed as hitting first frame

↓↘→BD 22 - 23 +15 +11 7f landing recovery Fireball is active for 36f Advantage listed as hitting first frame

↓↙←A 12 18 21 Knockdown -10

↓↙←C 27 18 13 Knockdown -2

↓↙←AC 17 18 9 Knockdown +2

→↓↘B 3(grounded frames) 41(airbourne frames) 6(landing frames) - -

> A/C 10 6 Until Landing+7 21(hitstun) 19(blockstun) +13 on hit at lowest possible height +11 on block at lowest possible height

> B/D 10 Until Landing 4(landing frames) 21(hitstun) 19(blockstun) +16 on hit at lowest possible height +14 on block at lowest possible height

> AC 1 1 Until Landing+7 Knockdown Unblockable

> ↓↘→B/D 10 - Until Landing+7 32(hitstun) 29(blockstun) +6 on hit at lowest possible height +3 on block at lowest possible height

→↓↘D 3(grounded frames) 39(airbourne frames) 17(landing frames - -

> A/C 10 6 Until Landing+7 21(hitstun) 19(blockstun) +13 on hit at lowest possible height +11 on block at lowest possible height

> B/D 10 Until Landing 4(landing frames) 21(hitstun) 19(blockstun) +16 on hit at lowest possible height +14 on block at lowest possible height

> AC 1 1 Until Landing+7 Knockdown Unblockable

> ↓↘→B/D 10 - Until Landing+7 32(hitstun) 29(blockstun) +6 on hit at lowest possible height +3 on block at lowest possible height

→↓↘BD 1(grounded frames) 41(airbourne frames) 18(landing frames - -

> A/C 10 6 Until Landing+7 21(hitstun) 19(blockstun) +13 on hit at lowest possible height +11 on block at lowest possible height

> B/D 10 Until Landing 4(landing frames) 21(hitstun) 19(blockstun) +16 on hit at lowest possible height +14 on block at lowest possible height

> AC 1 1 Until Landing+7 Knockdown Unblockable

> ↓↘→B/D 11 - Until Landing+7 35(hitstun) 32(blockstun) +14 on hit at lowest possible height +11 on block at lowest possible height

air ↓↘→B 10 - Until Landing+7 32(hitstun) 29(blockstun) +9 on hit at lowest possible height +6 on block at lowest possible height

Page 54: KOF13 Frame data

air ↓↘→D 16 - Until Landing+23 32(hitstun) 29(blockstun) +7 on hit at lowest possible height +4 on block at lowest possible height

air ↓↘→BD 10 - Until Landing+7 33(hitstun) 30(blockstun) +23 on hit at lowest possible height +20 on block at lowest possible height

SDM/NeoMAX

↓↘→,→↘↓↙←B/D 11 19 22 Knockdown -22 Freeze of 29

↓↘→,→↘↓↙←BD 7 25 22 Knockdown -28 Freeze of 29

→,←↙↓↘→A 18 - 47 Knockdown -17 Freeze of 29

→,←↙↓↘→C 18 - 47 Knockdown -17 Freeze of 29

↓↙←↓↙←AC 4 - 68 Knockdown -18 Freeze of 76 Startup of 10 vs standing

Move Startup Active Recovery Duration Hitstun BlockstunHops

hop Empty 4(prejump frames) - 1(landing frame) 28 - -

hop A 5 7 Until Landing+1 28 13 13

hop B 4 11 Until Landing+1 28 13 13

hop C 8 4 Until Landing+1 28 13 16

hop D 7 6 Until Landing+1 28 13 16

hop CD 12 8 Until Landing+1 28 Knockdown 19

hop ↘B 10 Until Landing Until Landing+4 - 21 19 +16 on hit at lowest possible height +14 on block at lowest possible height

Jumps

jump Empty 4(prejump frames) - 1(landing frame) 35 - -

jump A 5 9 Until Landing+1 35 13 13

jump B 4 14 Until Landing+1 35 13 13

jump C 8 6 Until Landing+1 35 13 16

jump D 7 7 Until Landing+1 35 13 16

jump CD 12 8 Until Landing+1 35 Knockdown 23

jump ↘B 10 Until Landing Until Landing+4 - 21 19 +16 on hit at lowest possible height +14 on block at lowest possible height

Page 55: KOF13 Frame data

K'

Move Startup Active Recovery Hit Adv Block Adv.

Normals

st.A 4 4 7 +4 +2

cr.A 4 3 9 +3 +1

st.B 5 5 7 +3 +1

cr.B 4 4 8 +3 +1

cl.C 5 2,(2),3 24 -6 -8

st.C 10 3 25 -7 -9

cr.C 6 7 23 -9 -11

cl.D 7 3 21 -4 -6

st.D 9 5 22 -6 -8

cr.D 8 4 25 Knockdown -10

→A 22 9 25 Crumple -2

→A Cancel 15 9 25 -4 -6

st.CD 14 4 25 Knockdown -6

DM

↓↘→A 9 12 15 Knockdown -5

> →B 8 - 31 0 -3

> →D 7 12 23 Knockdown -6

> ←B - - - - - 34 Total Frames

> ←D - - - - - 46 Total Frames

↓↘→C 9 12 15 -2 -5

> →B 8 - 32 -1 -4

> →D 7 12 23 Knockdown -6

> ←B - - - - - 34 Total Frames

> ←D - - - - - 46 Total Frames

↓↘→AC 8 12 10 Knockdown +11

> →B 7 - 31 +9 +6

> →D 6 12 15 Knockdown +4

> ←B - - - - - 29 Total Frames

> ←D - - - - - 29 Total Frames

→↓↘A 4 3,(2),6 40 Knockdown -28

→↓↘C 8 20 57 Knockdown -55

> →B/D 11 8 38 Knockdown -18

Page 56: KOF13 Frame data

→↓↘AC 4 10,(7),19,(12),6 47 Knockdown -56

↓↙←B 15 3 35 Knockdown -20

> ↓↙←B/D 11 8 16 Knockdown -10

↓↙←D 15 3 41 Knockdown -26

> ↓↙←B/D 11 8 16 Knockdown -10

↓↙←BD 16 3 31 Knockdown -16

> ↓↙←B/D 9 10 11 Knockdown -3

↓↘→B - - - - - 34 Total Frames

↓↘→D - - - - - 46 Total Frames

↓↘→BD - - - - - 29 Total Frames

air ↓↙←B 12 3 Until Landing+23 Knockdown 18(blockstun) -18 on block at lowest possible height

air ↓↙←D 14 3 Until Landing+23 Knockdown 18(blockstun) -22 on block at lowest possible height

air ↓↙←BD 10 3 Until Landing+16 Knockdown 18(blockstun) -6 on block at lowest possible height

SDM/NeoMAX

↓↘→↓↘→A/C 15 18 39 Knockdown -38 Freeze of 29

↓↘→,→↘↓↙←A/C 12 29 36 Knockdown -36 Freeze of 29

↓↘→,→↘↓↙←AC 12 29 36 Knockdown -36 Freeze of 29

→↘↓↙←,→↘↓↙←AC 8 12 77 Knockdown -61 Freeze of 55

Move Startup Active Recovery Duration Hitstun BlockstunHops

hop Empty 4(prejump frames) - 1(landing frame) 26 - -

hop A 8 7 Until Landing+1 26 13 13

hop B 4 12 Until Landing+1 26 13 13

hop C 8 5 Until Landing+1 26 13 16

hop D 9 5 Until Landing+1 26 13 16

hop CD 10 5 Until Landing+1 26 Knockdown 19

Jumps

jump Empty 4(prejump frames) - 1(landing frame) 33 - -

jump A 8 8 Until Landing+1 33 13 13

jump B 4 14 Until Landing+1 33 13 13

jump C 9 6 Until Landing+1 33 13 16

jump D 10 6 Until Landing+1 33 13 16

jump CD 10 6 Until Landing+1 33 Knockdown 23

Page 57: KOF13 Frame data

Kula

Move Startup Active Recovery Hit Adv Block Adv.

Normals

st.A 6 4 11 0 -2

st.A(2) 1 2 11 +2 0

st.A(3) 1 2 9 +4 +2

cr.A 5 5 13 -3 -5

st.B 4 6 9 0 -2

cr.B 4 4 9 +2 0

cl.C 4 3,(8),6 23 -8 -10

st.C 14 5 32 -16 -18

cr.C 5 11 25 -15 -17

cl.D 7 2,(10),3 25 -7 -9

st.D 10 5 26 -10 -12

cr.D 8 7 25 Knockdown -13

↘B 10 12 20 Knockdown -13

↘B Cancel 10 12 20 Knockdown -13

→A 22 9 17 Crumple -3

→A Cancel 15 9 17 -5 -7

st.CD 18 5 14 Knockdown +4

DM

↓↘→A 19 8 21 Knockdown 0

↓↘→C 33 10 16 +30 +3

↓↘→AC 16 12 10 Crumple +7

→↓↘A 6 2,(2),9 36 Knockdown -31

→↓↘C 4 2,(4),15 55 Knockdown -48

→↓↘AC 3 2,(2),10 62 Knockdown -48

↓↙←B 15 5 20 -4 -7

> →B 10 2 31 Knockdown -1

> →D 7 10 22 Knockdown -14

↓↙←D 17 3,(13),3 18 Knockdown -3

> →B 10 2 31 Knockdown -1

> →D 7 10 22 Knockdown -14

↓↙←BD 12 3,(13),3 14 Knockdown +1

> →B 9 2 31 Knockdown -1

Page 58: KOF13 Frame data

> →D 6 8 18 Knockdown -8

↓↙←A 5 7 22 Knockdown -11

↓↙←C 5 7 22 Knockdown -11

↓↙←AC 3 5 20 Knockdown -7

SDM/NeoMAX

↓↘→↓↘→A/C 16 12 41 Knockdown -24 Freeze of 29

↓↘→↓↘→AC 7 45 37 Knockdown -58 Freeze of 29

→↘↓↙←,→↘↓↙←AC 11 - 80 Knockdown -62 Freeze of 29

→↘↓↙←,→↘↓↙←BD 6 - 66 Knockdown -48 Freeze of 29

Move Startup Active Recovery Duration Hitstun BlockstunHops

hop Empty 4(prejump frames) - 1(landing frame) 26 - -

hop A 7 12 Until Landing+1 26 13 13

hop B 5 12 Until Landing+1 26 13 13

hop C 13 8 Until Landing+1 26 13 16

hop D 6 4 Until Landing+1 26 13 16

hop CD 16 4 Until Landing+1 26 Knockdown 19

Jumps

jump Empty 4(prejump frames) - 1(landing frame) 33 - -

jump A 7 12 Until Landing+1 33 13 13

jump B 7 15 Until Landing+1 33 13 13

jump C 13 8 Until Landing+1 33 13 16

jump D 6 4 Until Landing+1 33 13 16

jump CD 16 4 Until Landing+1 33 Knockdown 23

Page 59: KOF13 Frame data

Maxima

Move Startup Active Recovery Hit Adv Block Adv.

Normals

st.A 5 6 8 +1 -1

cr.A 5 5 8 +2 0

st.B 9 4 8 +3 +1

cr.B 7 5 8 +2 0

cl.C 6 3,(1),7 15 -1 -3 Upper Body Armour f3~5 -7 on block if second hit whiffs -5 on hit if second hit whiffs

st.C 15 8 21 -8 -10 Upper Body Armour f4~12

cr.C 13 8 16 -3 -5 Upper Body Armour f3~8

cl.D 9 6 15 0 -2 Upper Body Armour f5~8

st.D 19 9 18 -6 -8 Upper Body Armour f11~17

cr.D 10 6 21 Knockdown -8

↘C 9 6 18 -3 -5

↘C Cancel 9 6 18 -3 -5

st.CD 17 8 24 Knockdown -9 Upper Body Armour f13~16

DM

↓↙←A 18 7 34 Knockdown -5

↓↙←C 29 7 28 Knockdown +1 Upper Body Armour f14~26

↓↙←AC 14 11,(3),4 30 Knockdown -16

→↓↘B 7 13 49 Only Hits Air Only Hits Air→↓↘D 7 13 49 Only Hits Air Only Hits Air

→↓↘BD 7 14 60 Knockdown -53 Upper Body Armour f1~20

→↘↓↙←B 1 1 38 Knockdown Unblockable

> ↓↙←A/C 10 6 44 Knockdown Unblockable Only possible on hit

→↘↓↙←D 29 1 38 Knockdown Unblockable Activation box appears f27~42 69 total frames if attack doesn't activate

> ↓↙←A/C 10 6 44 Knockdown Unblockable Only possible on hit

→↘↓↙←BD 9 16 19 Knockdown -6 24 fixed frames of recovery on block

> ↓↙←A/C 10 6 49 Knockdown Unblockable Only possible on hit

air ↓↙←A 11 8 Until Landing+12 Knockdown 29(blockstun) -6 on block at lowest possible height

air ↓↙←C 11 8 Until Landing+12 Knockdown 29(blockstun) -6 on block at lowest possible height

air ↓↙←AC 11 20 Until Landing+1 35(hitstun) 44(blockstun) Full Armour f1~30 +17 on hit at lowest possible height +26 on block at lowest possible height

SDM/NeoMAX

↓↘→↓↘→A/C 11 2 46 Knockdown -17 Freeze of 29 Anywhere Juggle on Super Cancel Upper Body Armour f1~10

↓↘→↓↘→AC 3 11,(8),4,(32),4 46 Knockdown -28 Freeze of 29 Anywhere Juggle on Super Cancel

→↘↓↙←,→↘↓↙←AC 20 44 81 Knockdown -62 Freeze of 29

Move Startup Active Recovery Duration Hitstun BlockstunHops

hop Empty 4(prejump frames) - 1(landing frame) 28 - -hop A 4 8 Until Landing+1 28 13 13hop B 5 8 Until Landing+1 28 13 13hop C 9 7 Until Landing+1 28 13 16hop D 13 6 Until Landing+1 28 13 16

hop CD 13 8 Until Landing+1 28 Knockdown 19

Jumps

jump Empty 4(prejump frames) - 1(landing frame) 36 - -

jump A 5 10 Until Landing+1 36 13 13

jump B 5 12 Until Landing+1 36 13 13

Page 60: KOF13 Frame data

jump C 10 10 Until Landing+1 36 13 16

jump D 13 9 Until Landing+1 36 13 16

jump CD 15 8 Until Landing+1 36 Knockdown 23

Page 61: KOF13 Frame data

Athena

Move Startup Active Recovery Hit Adv Block Adv.

Normals

st.A 4 5 8 +2 0

cr.A 4 3 7 +5 +3

st.B 5 5 10 0 -2

cr.B 4 4 9 +2 0

cl.C 5 4 16 +1 -1

st.C 6 4 19 -2 -4

cr.C 6 6 18 -3 -5

cl.D 5 4 21 -4 -6

st.D 10 5 20 -4 -6

cr.D 8 6 16 Knockdown -3

→B 20 10 5 -18 -20 38 fixed frames of recovery on hit and block

→B Cancel 18 10 7 -19 -21 39 fixed frames of recovery on hit and block

st.CD 12 8 14 Knockdown +1

DM

↓↙←A 16 - 29 +2 -1

↓↙←C 13 - 35 -4 -7

↓↙←AC 32 - 27 +26 +23

→↓↘A 4 17 50 Knockdown -35

→↓↘C 8 19 65 Knockdown -58

→↓↘AC 6 19 49 Knockdown -42

←↙↓↘→A 7 1 35 Knockdown Unblockable

←↙↓↘→C 7 1 35 Knockdown Unblockable

←↙↓↘→AC 3 1 35 Knockdown Unblockable

↓↘→B 21 - 12 - - Startup is when Athena is in original place Recovery is when Athena has moved

↓↘→D - - - - - 45 Total Frames

↓↘→BD - - - - - 26 Total Frames

↓↙←B 11 20 29 Knockdown +1 17 fixed frames of recovery on block

↓↙←D 11 20 29 Knockdown +1 17 fixed frames of recovery on block

↓↙←BD 11 20 29 Knockdown +5 13 fixed frames of recovery on block

air ↓↙←B 8 Until Landing 19(Landing) 21(hitstun) 18(blockstun) +1 on hit at lowest possible height -2 on block at lowest possible height

air ↓↙←D 10 Until Landing,(15),11 32 Knockdown -25

air ↓↙←BD 9 Until Landing,(12),5 15 Knockdown -2

SDM/NeoMAX

→↘↓↙←,→↘↓↙←A/C 3 135 40 Knockdown -30 Freeze of 29 51 fixed frames of recovery on block

air →↘↓↙←,→↘↓↙←A/C 4 32 Until Landing+25 Knockdown 22(blockstun) Freeze of 29 -13 on block at lowest possible heigh

→↘↓↙←,→↘↓↙←AC 3 134 46 Knockdown -32 Freeze of 29

→↘↓↙←,→AC 7 14 29 Knockdown -24 Freeze of 29

Move Startup Active Recovery Duration Hitstun Blockstun

Page 62: KOF13 Frame data

Hops

hop Empty 4(prejump frames) - 1(landing frame) 32 - -

hop A 6 10 Until Landing+1 32 13 13

hop B 6 9 Until Landing+1 32 13 13

hop C 8 6 Until Landing+1 32 13 16

hop D 7 6 Until Landing+1 32 13 16

hop CD 9 6 Until Landing+1 32 Knockdown 19

hop →B 10 16 Until Landing+2 - 21 19 1 Landing Frame on hit or block

Jumps

jump Empty 4(prejump frames) - 1(landing frame) 41 - -

jump A 6 12 Until Landing+1 41 13 13

jump B 6 12 Until Landing+1 41 13 13

jump C 8 6 Until Landing+1 41 13 16

jump D 7 7 Until Landing+1 41 13 16

jump CD 10 8 Until Landing+1 41 Knockdown 23

jump →B 10 16 Until Landing+2 - 21 19 1 Landing Frame on hit or block

Page 63: KOF13 Frame data

Kensou

Move Startup Active Recovery Hit Adv Block Adv.

Normals

st.A 4 3 8 +4 +2

cr.A 4 4 7 +4 +2

st.B 5 4 12 -1 -3

> C 10 1 16 +6 -1

cr.B 4 4 9 +2 0

cl.C 5 5 17 -1 -3

st.C 10 4 15 +2 0

cr.C 6 5 18 -2 -4

st.D 6 5 18 -2 -4

cr.D 7 3 22 Knockdown -6

BD 15(first flip) 6(middle) 33(second flip) - - Cancellable during middle section

st.CD 13 6 15 Knockdown +2

DM

↓↘→A 10 3 24 -6 -9

> ↓↘→A 9 4 22 -5 -8

>> ↓↘→B/D 14 4 24 Knockdown -30 48 fixed frames of recovery on block

↓↘→C 10 3 24 -6 -9

> ↓↘→C 9 4 22 -5 -8

>> ↓↘→B/D 14 4 24 Knockdown -30 48 fixed frames of recovery on block

↓↘→AC 8 3 17 +1 -2

> ↓↘→A/C 9 4 15 +2 -1

>> ↓↘→A/C 8 3 17 +1 -2

>>> ↓↘→A/C 9 4 15 +2 -1

>>>> ↓↘→B/D 14 4 23 Knockdown -16 34 fixed frames of recovery on block

Min(5-8 hit) →↓↘A 19 1,(3),1,(3),1,(3),1,(3),1 30 -10 -13

Mid(9-10 hit) →↓↘A - 1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1 19 +1 -2

Clean(14-16 hit) - 1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(5),3 42 Knockdown -26

MAX(x.x) →↓↘A - 1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(1),2,(9),5,(13),5,(13),5,(13) 110 -93 -96

Min(5-8 hit) →↓↘C 19 1,(3),1,(3),1,(3),1,(3),1 30 -10 -13

Mid(9-10 hit) →↓↘C - 1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1 19 +1 -2

Clean(14-16 hit) - 1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(5),3 42 Knockdown -26

MAX(x.x) →↓↘C - 1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(1),2,(9),5,(13),5,(13),5,(13) 110 -93 -96

→↓↘AC 19 1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(3),1,(9),3 42 Knockdown -26

↓↙←A 21 - 27 +4 +1

↓↙←C 16 - 35 -4 -7

↓↙←AC 14 - 32 Knockdown -4

↓↘→B 17 4 24 Knockdown -30 Activation Box appears on frame 3~14 27 total frames if attack doesn't activate 48 fixed frames of recovery on block

↓↘→D 17 4 24 Knockdown -30 Activation Box appears on frame 3~26 39 total frames if attack doesn't activate 48 fixed frames of recovery on block

↓↘→BD 15 4 23 Knockdown -16 34 fixed frames of recovery on block

←↓↙B 6 15 40 Knockdown -28

←↓↙D 10 17 44 Knockdown -31

←↓↙BD 8 16 46 Knockdown -31

air ↓↙←A 20 Until Landing 12(Landing) Knockdown 22(blockstun) -2 on block at lowest possible height 18 Landing recovery on block

air ↓↙←C 20 Until Landing 12(Landing) Knockdown 22(blockstun) -2 on block at lowest possible height 18 Landing recovery on blockair ↓↙←AC 14 Until Landing 15(Landing) 26(hitstun) 22(blockstun) +10 on hit at lowest possible height +6 on block at lowest possible height

SDM/NeoMAX

↓↙←,↓↙←A 15 - 36 Knockdown -16 Freeze of 29

↓↙←,↓↙←C 20 - 36 Knockdown -16 Freeze of 29

↓↙←,↓↙←AC 10 - 38 Knockdown -18 Freeze of 29

↓↘→,→↘↓↙←A/C 1 1 35 Knockdown Unblockable Freeze of 29

↓↘→↓↘→AC 15 48 20 Knockdown -2 Freeze of 86

Move Startup Active Recovery Duration Hitstun BlockstunHops

hop Empty 4(prejump frames) - 1(landing frame) 28 - -hop A 5 8 Until Landing+1 28 13 13

Page 64: KOF13 Frame data

hop B 7 9 Until Landing+1 28 13 13hop C 7 6 Until Landing+1 28 13 16hop D 8 5 Until Landing+1 28 13 16

hop CD 13 6 Until Landing+1 28 Knockdown 19

Jumps

jump Empty 4(prejump frames) - 1(landing frame) 37 - -

jump A 5 10 Until Landing+1 37 13 13

jump B 7 12 Until Landing+1 37 13 13

jump C 7 7 Until Landing+1 37 13 16

jump D 8 6 Until Landing+1 37 13 16

jump CD 13 8 Until Landing+1 37 Knockdown 23

Page 65: KOF13 Frame data

Chin

Move Startup Active Recovery Hit Adv Block Adv.

Normals

st.A 4 4 7 +4 +2

cr.A 5 4 9 +2 0

st.B 4 4 8 +3 +1

cr.B 5 3 11 +1 -1

cl.C 4 4 19 -2 -4

st.C 6 5 17 -1 -3

cr.C 6 5 17 -1 -3

cl.D 5 4 24 -7 -9

st.D 9 3 23 -5 -7

cr.D 10 5 29 Knockdown -15

st.CD 13 7 17 Knockdown -1

DM

↓↙←A 8 2 29 Knockdown -15 32 fixed frames of recovery on block

↓↙←C 15 3 29 Knockdown -15 32 fixed frames of recovery on block

↓↙←AC 7 3 38 Knockdown -1 18 fixed frames of recovery on block

↘B 13 6 15 Knockdown -3 Up to +1 on block when spaced correctly

> ↘B 7 6 25 Knockdown -13

↘D 21 2 25 -6 -9

> A/C 4 3,(5),3 19 -1 -4

> AC 4 3,(5),7 9 +8 +5

↘D(Hold) 2(on ground) 21(in air) 6(on ground) - - 29 total frames

↘BD 10 5,(3),4 18 Knockdown -4

↓↙←B 1 18 31 Knockdown - f1~18 counter upper body↓↙←D 1 18 31 -2 - f1~18 counter lower body

↓↙←BD 1 9 31 Crumple - f1~9 counter←↙↓↘→B 22 4 21 Knockdown -7 May be followed by any ↓↙← move series on hit or

←↙↓↘→D 25 4 25 Knockdown -11 May be followed by any ↓↙← move series on hit or

←↙↓↘→BD 20 4 15 Knockdown -1 May be followed by any ↓↙← move series on hit or

↓↓C 1 - 19 - - Recovery is ↑ cancel

> A/C 4 3,(5),3 19 -1 -4

> AC 4 3,(5),7 9 +8 +5

> →A/C 1 1 22 Knockdown Unblockable

> ←A/C 1 1 22 Knockdown Unblockable

↓↓D 1 - 9 - - Recovery is BD cancel

Page 66: KOF13 Frame data

> → 3(same position) 9(moving) 4(new position) - - 16 Total Frames

> ← 3(same position) 9(moving) 4(new position) - - 16 Total Frames

> A 4 4 7 +4 +2

> B 9 7 15 Knockdown -4

>> B 7 6 25 Knockdown -13

> C 4 4 19 -2 -4

> D 10 3 20 -2 -4

↓↓BD - - - - - 10 Total Frames

←↓↙A/C - - - - - 41 Total Frames

SDM/NeoMAX

↓↘→↓↘→A/C 8 27 31 Knockdown -19 Freeze of 29

↓↘→↓↘→AC 6 32 31 Knockdown -15 Freeze of 29

↓↙←,←↙↓↘→A 11 4 27 Knockdown -13 Freeze of 29

↓↙←,←↙↓↘→C 18 6 35 Knockdown -23 Freeze of 29

↓↘→↓↘→BD 14 - 92 Knockdown +8 Freeze of 59

air ↓↘→↓↘→BD 23 - Until Landing+1 Knockdown +12 Freeze of 40

Move Startup Active Recovery Duration Hitstun BlockstunHops

hop Empty 4(prejump frames) - 1(landing frame) 29 - -

hop A 4 4 Until Landing+1 29 13 13

hop B 6 8 Until Landing+1 29 13 13

hop C 6 6 Until Landing+1 29 13 16

hop D 8 6 Until Landing+1 29 13 16

hop CD 11 4 Until Landing+1 29 Knockdown 19

Jumps

jump Empty 4(prejump frames) - 1(landing frame) 36 - -

jump A 4 5 Until Landing+1 36 13 13

jump B 6 10 Until Landing+1 36 13 13

jump C 6 8 Until Landing+1 36 13 16

jump D 8 7 Until Landing+1 36 13 16

jump CD 12 5 Until Landing+1 36 Knockdown 23

Page 67: KOF13 Frame data

Ralf

Move Startup Active Recovery Hit Adv Block Adv.

Normals

st.A 5 3 7 +5 +3

cr.A 4 4 9 +2 0

st.B 5 5 6 +4 +2

cr.B 4 4 6 +5 +3

cl.C 4 3,6 15 0 -2

st.C 9 5 18 -2 -4

cr.C 7 6 15 0 -2

cl.D 7 6 16 -1 -3

st.D 9 7 16 -2 -4

cr.D 6 4 16 Knockdown -1

↘A 7 5 22 -6 -8

↘A Cancel 7 5 22 -6 -8

st.CD 15 5 15 Knockdown +3

DM

↓↘→A 11 3 22 +1 -7

↓↘→C 18 4 12 +10 +2

↓↘→AC 19 6 20 Crumple -4 Armour f1~18Charge ←,→A 7 4,(10),3 25 -7 -10

Charge ←,→C 10 5,(11),11 25 Knockdown -16

Charge ←,→AC 7 4,(7),4,(8),2,(5),2,(5),2,(5),2,(5),9 26 Knockdown -17

↓↙←A 10 4 22 Knockdown -4

↓↙←C 21 7 19 Knockdown -4

↓↙←AC 12 9 13 Knockdown +5

Mash A 7 2,(5),2,(5),2,(5),2 25 Knockdown -23

Mash C 7 2,(5),2,(5),2,(5),2 25 Knockdown -23

Mash AC 5 2,(5),2,(5),2,(5),2,(5),2,(5),2,(5),2,(5),1 21 Knockdown -42

air ↓↘→A 15 Until Landing Until Landing+39 Knockdown 18(blockstun) -22 on block at lowest possible height

air ↓↘→C 24 Until Landing,1 38 Knockdown -21

air ↓↘→AC 25 Until Landing,4 48 Knockdown -34

SDM/NeoMAX

↓↘→↓↘→A/C 16 3 48 Knockdown -33 Freeze of 29

↓↘→↓↘→A/C Level 4 101 3 48 Knockdown Unblockable Freeze of 29

↓↘→↓↘→AC 9 3 48 Knockdown -33 Freeze of 29

↓↘→↓↘→AC Level 4 79 3 48 Knockdown Unblockable Freeze of 29 Armour f2~11↓↙←,←↙↓↘→B/D 9 6 54 Knockdown -41 Freeze of 29 Activation Box appears on frame f7~26 43 total frames if attack doesn't activate

→↘↓↙←,→↘↓↙←AC 17 1,(1)x22(44 total) 45 Knockdown -23 Freeze of 44

Move Startup Active Recovery Duration Hitstun BlockstunHops

hop Empty 4(prejump frames) - 1(landing frame) 25 - -

hop A 6 8 Until Landing+1 25 13 13

hop B 4 7 Until Landing+1 25 13 13

hop C 8 5 Until Landing+1 25 13 16

hop D 7 5 Until Landing+1 25 13 16

hop CD 11 6 Until Landing+1 25 Knockdown 19

Jumps

jump Empty 4(prejump frames) - 1(landing frame) 34 - -

jump A 6 12 Until Landing+1 34 13 13

Page 68: KOF13 Frame data

jump B 4 9 Until Landing+1 34 13 13

jump C 8 6 Until Landing+1 34 13 16

jump D 7 6 Until Landing+1 34 13 16

jump CD 12 6 Until Landing+1 34 Knockdown 23

Page 69: KOF13 Frame data

Clark

Move Startup Active Recovery Hit Adv Block Adv.

Normals

st.A 4 3 8 +4 +2

cr.A 4 4 8 +3 +1

st.B 5 3 7 +5 +3

cr.B 4 4 8 +3 +1

cl.C 4 3,(2),4 16 +1 -1

st.C 12 3 20 -2 -4

cr.C 8 5 15 +1 -1

cl.D 4 6 19 -4 -6

st.D 9 5 17 -1 -3

cr.D 6 4 20 Knockdown -5

↘A 5 7 18 -4 -6

↘A Cancel 5 7 18 -4 -6

→BD - - - - - 23 Total Frames

st.CD 13 5 15 Knockdown +3

DM

Charge ←,→A 8 3,(10),2 26 Knockdown -10

Charge ←,→C 17 4,(7),5 30 Knockdown -16

Charge ←,→AC 8 4,(7),5 24 Knockdown -10

←↙↓↘→B 18 1 35 Knockdown Unblockable Armour f5~17←↙↓↘→D 1 1 35 Knockdown Unblockable

←↙↓↘→BD 1 1 43 Knockdown Unblockable

Mash A 7 1,(5),1,(5),1,(5),1 20 Knockdown -3

Mash C 7 1,(5),1,(5),1,(5),1 20 Knockdown -3

Mash AC 4 1,(4),1,(4),1,(4),1 17 +3 0

SDM/NeoMAX

→↘↓↙←,→↘↓↙←A/C 1 1 35 Knockdown Unblockable Freeze of 29

→↘↓↙←,→↘↓↙←AC 1 1 35 Knockdown Unblockable Freeze of 29

→↘↓↙←,→↘↓↙←BD 12 5 43 Knockdown -30 Freeze of 30 Activation Box appears on frame f9~26 41 total frames if attack doesn't activate

Move Startup Active Recovery Duration Hitstun BlockstunHops

hop Empty 4(prejump frames) - 1(landing frame) 25 - -

hop A 4 8 Until Landing+1 25 13 13

hop B 5 6 Until Landing+1 25 13 13

hop C 10 5 Until Landing+1 25 13 16

hop D 4 6 Until Landing+1 25 13 16

hop CD 14 6 Until Landing+1 25 Knockdown 19

Jumps

jump Empty 4(prejump frames) - 1(landing frame) 33 - -

jump A 4 10 Until Landing+1 33 13 13

jump B 5 8 Until Landing+1 33 13 13

jump C 10 6 Until Landing+1 33 13 16

Page 70: KOF13 Frame data

jump D 4 8 Until Landing+1 33 13 16

jump CD 14 7 Until Landing+1 33 Knockdown 23

Page 71: KOF13 Frame data

Leona

Move Startup Active Recovery Hit Adv Block Adv.

Normals

st.A 4 3 7 +5 +3

cr.A 5 4 8 +3 +1

st.B 5 7 6 +2 0

cr.B 4 4 7 +4 +2

cl.C 7 2,(2),8 15 -2 -4

st.C 8 3 18 0 -2

cr.C 4 2,(1),4 30 -13 -18 Can only hit once

cl.D 6 3,(4),7 14 0 -2

st.D 10 3 19 -1 -3

cr.D 8 6 22 Knockdown -9

→B 19 2 24 Knockdown -7

→B Cancel 13 3 20 -2 -4

st.CD 14 7 17 Knockdown -1

DM

Charge ↓,↑A 5 7 36 Knockdown -23 Startup of 7 vs standingStartup of 9 vs crouching -21 on block vs Crouching

Charge ↓,↑C 5 7 43 Knockdown -30 Startup of 7 vs standing and crouching

Charge ↓,↑AC 4 8 40 Knockdown -30 Startup of 6 vs crouching -28 on block vs Crouching

Charge ←,→B 19 8 17 Knockdown -11 Activation Box appears on frame f7~20 37 total frames if attack doesn't activate 28 fixed frames of recovery on block

Charge ←,→D 23 8 9 Knockdown 0 Activation Box appears on frame f11~34 51 total frames if attack doesn't activate 17 fixed frames of recovery on block

Charge ←,→BD 15 8 10 Knockdown +3 Activation Box appears on frame f4~17 34 total frames if attack doesn't activate

Charge ←,→A 27 25 9 Knockdown +11

Charge ←,→C 22 37 0 Knockdown +20

Charge ←,→AC 23 - 20 Knockdown +29 Projectile is active for 34 frames

↓↙←B 40 - 15 Knockdown +11

↓↙←D 45 - 18 Knockdown +8

↓↙←BD 12 - 24 Knockdown -2

air ↓↙←A 11 6 Until Landing+10 Knockdown 29(blockstun) -23 on block at lowest possible height

air ↓↙←C 17 Until Landing 21(Landing) Knockdown 18(blockstun) -4 on block at lowest possible height

air ↓↙←AC 22 - Until Landing+10 Knockdown 81(blockstun) Projectile is active for 51 frames +34 on block at lowest possible height

SDM/NeoMAX

↓↙←,←↙↓↘→B/D 17 8 25 Knockdown -14 Freeze of 30 Activation Box appears on frame f5~1734 total frames if attack doesn't activate 25 fixed frames of recovery on block

air ↓↘→,→↘↓↙←A 4 Until Landing 36(Landing) Knockdown -18 Freeze of 29 Advantage at lowest possible height

air ↓↘→,→↘↓↙←C 4 Until Landing 36(Landing) Knockdown -18 Freeze of 29 Advantage at lowest possible height

air ↓↘→,→↘↓↙←AC 5 Until Landing 36(Landing) Knockdown -18 Freeze of 29 Advantage at lowest possible height

↓↙←,←↙↓↘→AC 10 10 47 Knockdown -22 Freeze of 134

Move Startup Active Recovery Duration Hitstun BlockstunHops

hop Empty 4(prejump frames) - 1(landing frame) 28 - -

hop A 5 7 Until Landing+1 28 13 13

hop B 4 11 Until Landing+1 28 13 13

hop C 5 6 Until Landing+1 28 13 16

hop D 4 10 Until Landing+1 28 13 16

hop CD 16 6 Until Landing+1 28 Knockdown 19

Jumps

jump Empty 4(prejump frames) - 1(landing frame) 38 - -

jump A 5 9 Until Landing+1 38 13 13

Leona recovers same frame as projectile ends

Leona recovers 13 frames before projectile disappears

Page 72: KOF13 Frame data

jump B 4 11 Until Landing+1 38 13 13

jump C 7 8 Until Landing+1 38 13 16

neutral jump D 4 11 Until Landing+1 38 13 16

jump D 4 10 Until Landing+1 38 13 16

jump CD 16 6 Until Landing+1 38 Knockdown 23