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


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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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