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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 | - | - | - |
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.
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).