Lili's Frame Data Street Fighter X Tekken v2013

Guide last updated on
March 23, 2013 at 5:32 p.m. PDT


Lili'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 Active Recovery Hit Adv Block Adv Cancel Notes
Far LP H 30 4 2 8 +7 +3 SM,EX,SA,CA -
Far MP H 60 6 3 12 +6 +2 SM,EX,SA,CA -
Far HP H 90 8 4 18 +3 -2 SM,EX,SA,CA -
Far LK H 30 7 2 10 +4 +1 SM,EX,SA,CA -
Far MK H 60 10 4 18 -1 -5 SM,EX,SA,CA Attacking leg crushes airborne attacks frames 10-14
Far HK H 90 12 2 23 0 -5 - -
Crouch LP H 30 4 4 9 +6 +2 SM,EX,SA,CA -
Crouch MP L 60 5 5 11 +6 +2 SM,EX,SA,CA -
Crouch HP H 90 7 7 20 +2 -2 SM,EX,SA,CA forces standing
Crouch LK L 30 4 4 9 +5 +1 SM,EX,SA,CA -
Crouch MK L 60 5 5 16 +2 -2 SM,EX,SA,CA -
Crouch HK L 90 9 9 26 hard knockdown -9 - -
Jump LP M 40 5 9 until ground+4f +12 +4 - -
Jump MP M 70 6 4 until ground+4f +16 +5 - Knockdown on airborne foes
Jump HP M 100 7 2(2) until ground+4f +20 +8 - 2nd hit knockdown on airborne foes
Jump LK M 40 4 8 until ground+4f +12 +4 - Hit level changes to high on frame 6
Jump MK M 70 6 8 until ground+4f +16 +5 - -
Jump HK M 100 7 8 until ground+4f +20 +8 - -
Launcher H 100 130 2 54 switch -34 - Crushes crouching attacks, launches opponent while switching characters
Cross Cancel H 110 6 7 24 hard knockdown -2 - Similar to EX Angel Knee
Arm Grab Flip throw 130 5 2 20 hard knockdown - - -
Over the Back Toss throw 130 5 2 20 hard knockdown - - -
Other, Special Moves, Super & Cross Art
Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel Notes
Fortissimo throw 160 5 2 until ground+4f hard knockdown - - -
Submissive Heel M 40 17 2 28 +4 -6 - Forces standing on hit, hard knockdown on airborne foes
Andante H 50 8 3 26 floats -9 - Upper body crushes air attacks
Peacock Kick H 60 10 2 21 +1 0 - Knockdown on airborne foes
Peacock Waltz L 120 19 2 32 sweep knockdown -15 - -
- H 40 18 2 17 +6 -1 - Knockdown on airborne foes
Peacock Jive M 70 17 3 40 hard knockdown -25 - -
- H 50 6 3 23 -1 -4 SM,EX,SA,CA forces standing
Dominating Heel L 70 18 2 35 +25 -6 - Doesn’t combo with rest of string
- L 60 5 4 11 +6 +2 SM,EX,SA,CA -
Heavy Languish H 40 7 3 22 +4 -2 SM,EX,SA,CA Knockdown on airborne foes
Heavy Languish Beat H 80 16 2 31 hard knockdown -10 - -
- H 30 4 2 8 +7 +3 SM,EX,SA,CA -
Left Right Combo H 60 7 3 15 +3 +1 SM,EX,SA,CA -
Left Right Back Strike L 30 16 3 20 +2 0 SM,EX,SA,CA -
Bed Time H 50 8 4 21 0 -2 SM,EX,SA,CA Knockdown on airborne foes
- M 70 6 3 until ground+4f +16 +5 - Knockdown on airborne foes
Sforzando H 60,40 7 2(2)2 until ground+4f +20 -8 - -
- M,H 40 4 8 until ground+4f +12 +4 - Hit level changes to high on frame 6
Saisaris M 70 6 8 until ground+4f +16 +5 - -
Feisty Rabbit LK - - - - 40 - - - Upper body projectile invulnerable and lower body invulnerable frames 6-26, airborne frames 6-26, input LK/MK/HK between frames 16 26 for follow-up attack
Feisty Rabbit MK - - - - 47 - - - Upper body projectile invulnerable and lower body invulnerable frames 8-22, airborne frames 8-30, input LK/MK/HK between frames 20-32 for follow-up attack
Feisty Rabbit HK - - - - 48 - - - Upper body projectile invulnerable and lower body invulnerable frames 12-31, airborne frames 12-31, input LK/MK/HK between frames 15-34 for follow-up attack
Feisty Rabbit EX H 20x3 18 2(1)4 21 -5 -5 - Full body invulnerable frames 1-10, upper body projectile invulnerable and lower body invulnerable frames 11-24, airborne frames 11-32, input LK/MK/HK between frames 18-36 for follow-up attack, knockdown on airborne foes
Rabbit's Foot L 100 14 4 19 sweep knockdown -5 - -
Rabbit's Foot EX L 100 13 4 19 sweep knockdown -5 - -
Cloisonne M 40,60 18 3(7)3 26 hard knockdown -5 - Airborne frames 17-27
Cloisonne EX M 40,60 14 3(7)3 26 hard knockdown -5 - Airborne frames 13-23
Rabbit Thorn H 120 15 7 26 wall bounce -13 - Airborne frames 12-25
Rabbit Thorn EX H 120 15 7 26 wall bounce -13 - Airborne frames 12-25
Angel Knee LK H 70 5 2 25 floats -5 - Airborne frames 5-19
Angel Knee MK H 70 6 6 23 floats -7 - Airborne frames 6-21
Angel Knee HK H 70 9 7 26 floats -10 - Airborne frames 7-23
Angel Knee EX H 80 7 7 22 floats -7 - Full body invulnerability 1-13, airborne frames 6-20
Angel Knee Ascension H 30 19 11 22 floats - jump lower body invulnerable frames 3-39
Sunflower Lance LK H,M 50 17 5 30 -4 -6 - Hit level changes to mid on frame 19, airborne frames 8-22, knockdown on airborne foes
Sunflower Lance MK H,M 50 20 5 32 -5 -8 - Hit level changes to mid on frame 22, airborne frames 10-25, knockdown on airborne foes
Sunflower Lance HK H,M 50 21 5 35 -7 -11 - Hit level changes to mid on frame 23, airborne frames 10-26, knockdown on airborne foes
Sunflower Lance EX H,M 20,10x4,20x2 17 6(22)3 20 floats +3 - Projectile invulnerable frames 1-24, airborne frames 9-24, 3rd-7th attacks only execute on hit, knockdown on airborne foes
Sunflower Lance 2nd hit H 50 16 3 30 -5 -7 - Knockdown on airborne foes
Sunflower Lance 3rd hit H,M 40,30 13 7(3)2 28 hard knockdown -11 - Airborne frames 7-21, hit level changes to mid on frame 15
Divine Step M 70,30,40 24 until ground 36 hard knockdown -17 - -
Divine Step EX M 70,30,40 22 until ground 31 hard knockdown -14 - Homes to foe’s position
Air Spine Shot LK H 70 9 until ground 12 0 -7 - -
Air Spine Shot MK H 80 12 until ground 6 +6 -2 - -
Air Spine Shot HK H 45x2 18 until ground 8 +1 +6 - -
Air Spine Shot EX H 30x3 8 until ground 3 +20 +10 - -
Attack Reversal LP counter 180 - - 41 - - - Counters strikes on Lili’s head frames 1-16
Attack Reversal MP counter 180 - - 41 - - - Counters strikes on Lili’s midsection frames 1-15
Attack Reversal HP counter 180 - - 54 - - - Counters strikes on Lili’s lower body frames 1-22
Attack Reversal EX counter 180 - - 47 - - - Counters all striking attacks frames 1-18
Dendrobium LP H 80 5 3 22 +1 -2 - Can be Super Charged: 51 frames to perform EX version, 100 frames for Super Art, knockdown on airborne foes
Dendrobium MP H 80 7 3 22 +2 -2 - Can be Super Charged: 51 frames to perform EX version, 100 frames for Super Art, knockdown on airborne foes
Dendrobium HP H 80 11 5 20 +3 -2 - Can be Super Charged: 51 frames to perform EX version, 100 frames for Super Art, knockdown on airborne foes
Dendrobium EX H 20x3,40 7 4(15)2(8)2(17)2 22 wall bounce +2 - Can be Super Charged: 51 frames to perform Super Art, first three hits knockdown on airborne foes
Wind Up Spear H 20,30,20,30,200 8 2(16)2(10)3(15)2 27 hard knockdown -10 - 61 frame cinematic freeze before attack begins, full body invulnerability frames 1-9
Cross Art H 150+ 9 2 52 switch -23 - 62 frame cinematic freeze before attack begins, full body invulnerability frames 1-10

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


Comments

AngryAssassin said on January 3, 2014 at 2:32 a.m.

Is this information updated for ver2013? I know for certain that you can combo crMP off of a successful Submissive Heel (not even counterhit specific).

#1


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