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Lei's Frame Data Street Fighter X Tekken v2013

Guide last updated on
March 23, 2013 at 5:30 p.m. PDT


Lei's Frame Data Street Fighter X Tekken v2013


If you have trouble understanding this data, please check out the how to read frame data guide here on EventHubs.com.

Normal Moves
Move Hit Damage Startup Hit Adv Block Adv Cancel Notes
Stand LP H 30 4 +7 +3 SM,EX,SA,CA -
Stand MP H 60.0 6 +2 -2 SM,EX,SA,CA -
Stand HP H 90.0 7 -1 -6 - -
Stand LK L 30 5 +3 (+3 if changing stance) -1 (-1 if changing stance) Snake (d+KKK) -
Stand MK H 60.0 10 -3 (+7 if changing stance) -7 (+3 if changing stance) Drunk (f+KKK) -
Stand HK H 90 11 -5 -10 - -
Crouch LP H 30.0 4.0 +4 0 SM,EX,SA,CA -
Crouch MP H 50 5.0 +6 +2 SM,EX,SA,CA -
Crouch HP H 75 9 -5 -10 SM,EX,SA,CA -
Crouch LK L 30.0 5.0 +6 +2 SM,EX,SA,CA -
Crouch MK L 60.0 8 +3 -1 SM,EX,SA,CA -
Crouch HK L 90 8 hard knockdown -8 - -
Jump LP M 40.0 5.0 +12 +4 - -
Jump MP M 70.0 6 +16 +5 - -
Jump HP M 100.0 6 +20 +8 - -
Jump LK M 40.0 6 +12 +4 - -
Jump MK M 70.0 6 +16 +5 - -
Jump HK M 100.0 7 +20 +8 - -
Launcher H 100.0 13 switch -34 - Crushes crouching attacks
Cross Cancel H 120 5 hard knockdown - - Full body invulnerability, motion is similar to HK Reverse Lotus
Sailboat Stretch throw 130.0 5.0 hard knockdown - - -
Closing Fan throw 130.0 5.0 hard knockdown - - -
Other, Special Moves, Super & Cross Art
Move Hit Damage Startup Hit Adv Block Adv Cancel Notes
Snake - - 13.0 - - - -
Dragon - - 13.0 - - - -
Tiger - - 13.0 - - - -
Panther - - 13.0 - - - -
Crane - - 13.0 - - - Auto counters crouching attacks
Drunken Master Walk - - 13.0 - - - -
Back Turn - - 13.0 - - - -
Razor Rush H 50.0 6.0 -20 (+2 if changing stance) -24 (-2 if changing stance) Snake (d/u) -
- H 20.0 8.0 -17 (+4 if changing stance) -21 (0 if changing stance) Dragon (d/u) -
- H 20.0 6.0 -20 (+2 if changing stance) -24 (-2 if changing stance) Panther (d/u) -18 on crouching hit (+4 if changing stance)
- H 20.0 8.0 -17 (-2 if changing stance) -21 (-6 if changing stance) Tiger (d/u) -
Razor Rush Low Kick L 50.0 10.0 1.0 -4.0 - -
Razor Rush Mid Kick M 50.0 8.0 -7 (-1 if changing stance) -12 (-6 if changing stance) Crane (d/u) -
Snake LP H 30.0 3.0 3.0 -1.0 - -
Snake MP H 60.0 6.0 +2 (0 if changing stance) +2 (0 if changing stance) Dragon (f) -
Snake HP H 90.0 11.0 3.0 -2.0 - Crumples on Counter Hit
Snake LK L 30.0 6.0 3.0 -1.0 - -
Snake MK L 60.0 8.0 0.0 -4.0 - -
Snake HK H 90.0 10.0 0.0 -5.0 - -
- H 30.0 5.0 +3 (-5 if changing stance) -1 (-9 if changing stance) Snake (f) Exits Snake stance
- H 30.0 5.0 +3 (-5 if changing stance) -1 (-9 if changing stance) Snake (f) Exits Snake stance
- H 30.0 5.0 +3 (-5 if changing stance) -1 (-9 if changing stance) Snake (f) Exits Snake stance
Rushing Snake H 30.0 5.0 +3 (-5 if changing stance) -1 (-9 if changing stance) Snake (f) Exits Snake stance
- H 50.0 8.0 -10.0 -14.0 - -
- H 30.0 5.0 +3 (-5 if changing stance) +1 (-7 if changing stance) Panther (f) Exits Snake stance
Snapping Snake H 50.0 8.0 0.0 -4.0 - Exits Snake stance
- H 50.0 8.0 -10 (0 if changing stance) -14 (-4 if changing stance) Dragon (f) Exits Snake stance
- L 30.0 6.0 -15.0 -17.0 - Exits Snake stance
- L 50.0 8.0 -13.0 -17.0 - Exits Snake stance
Snake Bite Combo H 90.0 10.0 float -9.0 - Exits Snake stance, Juggle count starts at 0 on hit
Dragon LP H 30.0 8.0 -1.0 -5.0 f+PP Last recovery frame cancellable into a Dragon move
Dragon MP H 60.0 7.0 +5 +1 f+PP Last recovery frame cancellable into a Dragon move
Dragon HP H 90.0 11.0 float -6 (-2 if changing stance) Tiger (f) Juggle count starts at 1 on hit
Dragon LK L 30.0 6.0 +3 (+2 if changing stance) -1 (-2 if changing stance) Crane (f) -
Dragon MK H 60.0 12.0 -1.0 -5.0 - -
Dragon HK H 90.0 13.0 +4 -1.0 - -
- H 60.0 10.0 +2 (+2 if changing stance) -2 (-2 if changing stance) Dragon (d/u), Tiger (f) Exits Dragon stance
- H 60.0 8.0 +1 -3.0 - Exits Dragon stance
Wolf Fang Cannon H 90.0 13.0 0.0 -5.0 - Exits Dragon stance
Dragon's Spite H 70.0 16.0 knockdown 7 (4 if changing stance) Tiger (f) Exits Dragon stance, Juggle count starts at 0 on hit
Panther LP H 30.0 4.0 -2.0 -6.0 - -
Panther MP H 60.0 5.0 +1 -3.0 - -
Panther HP H 90.0 6.0 0.0 -5.0 - -
Panther LK L 30.0 5.0 +5 +1 - -
Panther MK H 60.0 9.0 +2 -2.0 - -
Panther HK H 90.0 8.0 +7 +2 - -
Panther's Scratch H 60.0 4.0 -1.0 -5.0 SM,EX,SA,CA Exits Panther stance
- H 60.0 5.0 -3.0 -7.0 - Exits Panther stance
- H 60.0 7.0 -3.0 -7.0 - Exits Panther stance
- H 60.0 5.0 -3.0 -7.0 - Exits Panther stance
Beating Kick Low Combo L 50.0 10.0 knockdown -14.0 - Exits Panther stance
Beating Kick Mid Combo M 50.0 8.0 -5 (-8 if changing stance) -10 (-13 if changing stances) Crane (d/u) Exits Panther stance
Tiger P H 100.0 12.0 knockdown -10.0 - 1~10f upper body 1-hit armor, wall bounce on Counter Hit
Tiger K L 90.0 8.0 sweep knockdown -4.0 PP -
Double Tiger Palm H 100.0 10.0 crumple 2.0 - Exits Tiger stance, Wall bounce on corner airborne hit
Crane LP H 30.0 6.0 -9.0 -13.0 - Last recovery frame cancellable into a Crane move, 1~end crushes crouching attacks
Crane MP H 60.0 12.0 -1.0 -5.0 - Last recovery frame cancellable into a Crane move, 1~7f crushes crouching attacks, 8~end crushes standing attacks
Crane HP H 90.0 10.0 -4.0 -9.0 - Last recovery frame cancellable into a Crane move, 1~end crushes crouching attacks
Crane LK H 30.0 5.0 +2 -2.0 - 1~end crushes crouching attacks
Crane MK L 60.0 8.0 +3 -1.0 - 1~end crushes standing attacks
Crane HK H 90.0 11.0 +3 -2.0 - 1~end crushes crouching attacks
- L 60.0 8.0 +2 -2.0 - Exits Crane stance
- H 60.0 10.0 -10.0 -14.0 - Exits Crane stance
Crane Dance H 60.0 11.0 float +4 - Ends in Back Turn, Juggle count starts at 0 on hit
Leaping Crane H,H 50,50 7.0 float -7.0 - Juggle count starts at 0 on hit
Drunken LP H 30.0 14.0 +5 0.0 - -
Drunken MP M 60.0 11.0 +2 -2.0 - -
Drunken HP H 90.0 13.0 -5.0 -10.0 f+PP, b+PP -
Drunken LK L 30.0 10.0 0.0 -4.0 - -
Drunken MK H 60.0 7.0 -1.0 -5.0 f+PP, b+PP Invincible against airborne attacks
Drunken HK H 90.0 11.0 float -14.0 - Juggle count starts at 1 on hit
Drunken Rapid Fists H 40.0 6.0 -5.0 -10.0 f+PP, b+PP -
- H 60.0 7.0 0.0 -6.0 - Exits Drunken stance
Drunken Fox Combination H 90.0 10.0 float -11.0 PP Exits Drunken stance, Juggle count starts at 1 on hit
Drunken Fall M 100.0 18.0 ground bounce dead - Ends in Play Dead
Spinning Headbutt H 80.0 38.0 crumple dead - 1-hit armor during active frames, Ends in Play Dead
Tiger Sip - - - - - PP, f+P Upper body invulnerability, sipping twice in sequence gives Counter Hit property for the next attack, transitions to Play Dead after sipping thrice in sequence
Tiger Sip Blow H 70.0 13.0 knockdown -10.0 - Wall bounce on Counter Hit
Play Dead - - - - - KK Takes 100% additional damage
Staggering Slide L 90.0 11.0 hard knockdown -15.0 - Exits Play Dead
Back Turned LP H 30.0 4.0 +8 +4 - -
Back Turned MP H 60.0 6.0 +6 +2 - -
Back Turned HP H 90.0 9.0 -4.0 -9.0 - -
Back Turned LK L 30.0 5.0 +6 +2 - -
Back Turned MK H 60.0 7.0 +1 -3.0 - -
Back Turned HK L 90.0 11.0 hard knockdown -5.0 - Invincible against airborne attacks, 3rd~4th active frames float opponent on hit, Juggle count starts at 1 on the floating hit
- H 60.0 6.0 -4.0 -4.0 - -
- L 30.0 5.0 -3.0 -3.0 - -
Dancing Spear H 40.0 8.0 knockdown -3 (-1 if changing stances) Drunk (f) -
Reverse Double Kick L 90.0 9.0 float -5.0 - Juggle count starts at 0 on hit
Tornado Kick H 40 13 -2 -9 - -
Tornado Kick (2nd) H 40 13 -5 -12 - -
Tornado Kick (3rd) H 60 13 knockdown -23 - -
Tornado Kick EX H 40 13 0 -7 - invulnerable frames 1-13f
Tornado Kick EX (2nd) H 40 13 -5 -12 - -
Tornado Kick EX (3rd) H 60 13 knockdown -23 - -
Reverse Lotus LK H 80(40) 8 knockdown -23 (-26 if changing stances) Back Turn (b) -
Reverse Lotus MK H 100(50) 8 knockdown -27 (-41 if changing stances) Back Turn (b) Upper body invulnerability
Reverse Lotus HK H 120(60) 8 knockdown -31 (-45 if changing stances) Back Turn (b) -
Reverse Lotus EX H 130(75) 8 knockdown -31 (-45 if changing stances) Back Turn (b) Full body invulnerability, throw invincible
Floating Lotus M 40 8 knockdown -11 - -
Comet Kick H,H 40,40 23 +9 -6 - Ends in Back Turn, 8 on hit against crouchers
Comet Kick EX H,H 40,40 17 +10 -2 - Ends in Back Turn, 9 on hit against crouchers
Comet Strike M 80 18 hard knockdown -12 - -
Orchid Palm LP H 70.0 19.0 hard knockdown -2.0 - Chargeable 51F for EX version or 100F for Super Art, Juggle count starts at 0 on hit
Orchid Palm MP H 80.0 24.0 wall bounce -6.0 - Chargeable 51F for EX version or 100F for Super Art, Juggle count starts at 0 on hit
Orchid Palm HP H 90.0 29.0 wall bounce 0.0 - Chargeable 51F for EX version or 100F for Super Art, Juggle count starts at 0 on hit
Orchid Palm EX H 100.0 32.0 crumple +4 - Chargeable 100F for Super Art
Orchid Dance H 350.0 4.0 hard knockdown -52.0 - 53 frame cinematic freeze before attack begins, Invulnerablity frames
Cross Art H 150+ 9.0 switch -19.0 - Cinematic freeze when start up begins, Invulnerablity frames

Huge shout out to both Zukku and Street11 for letting us use the frame data.


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