Street Fighter X Tekken/Lei

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Street Fighter X Tekken#CharactersStreet Fighter X Tekken/Character HealthStreet Fighter X Tekken/Basic ElementsStreet Fighter X Tekken/MovementStreet Fighter X Tekken/Solo OffenseStreet Fighter X Tekken/Capcom Juggle SystemSFxTHeaderButtons.png

Lei

Sfxt Lei face.jpg

Ideal Team Position: Anchor


You have to hand it to Capcom: for all of the recent accusations thrown their way about taking shortcuts design-wise, they pulled out all of the stops when transitioning the Supercop and Master of 5-form Kung Fu into the 2D plane. Lei has no less than 9 different stances counting his neutral stance, and each stance has its own set of strings and mixups to confuse and overwhelm opponents who have to constantly guess what direction Lei is going to hit them from next. If that weren’t bad enough, Lei can constantly flip the script on them by cancelling into another stance during certain points of his string, or just tap “down” to immediately go back into his neutral stance where he can access his special moves. Playing Lei Wulong involves memorizing his many stances and the moves that are tied with them, as well as their unique properties, to overcome a lack of great buttons when played like a traditional Street Fighter character. None of his normal attacks, even from his stances, are particularly useful in footsies, and his defensive options aren’t particularly great outside of his DP. Because of this, it’s best that he enter the field of battle when him and his teammate are already on the clear offensive. That way, he can be range to oppress the opponent with his stance cancelling and the frame traps and high-low mixups that lie within them.


Strengths Weaknesses

+Razor Rush (f+MP > ...) string allows him to safely access animal stances while pressuring

+Has several frame traps involving stances and/or stance transitions that can be confirmed into damage

+Dangerous high-low mixups with Drunken Master Walk (f+KKK)

+Panther stance can walk under projectiles

+Dragon stance can threaten safe combo starters in the corner

+Crane stance has the unique ability to auto-counter crouching attacks

+Comet Kick (qcf+K) is projectile invulnerable and leads to full combos, making it an invaluable tool against zoners

+MK Reverse Lotus (DP+K) has upper body invincibility and can be followed up with another K upon landing to catch opponents who try to punish it on the ground

+LP Orchid Palm (qcf+LP) and HP Orchid Palm (qcf+HP) are both safe on block

+EX Orchid Palm is +4 on block and a crumple stun on hit, ensuring that Lei continues to remain on the offensive if he connects with it

+Super Art (qcf+PPP) does higher damage than average (350)

+Super Art can be used in juggles to inflict a chunk of unrecoverable damage mid-combo

+st.MK can be made +3 on block by changing stances

-Can only enter Drunken Stance (f+KKK), Back Turn (b+KKK),and Snake (d+KKK) on command, the other stances must be cancelled into from other moves or stances

-only worthwhile normal poke not tied to stance cancelling is cr.MP

-Lacks combo options from many of his stance attacks

-Meter hungry to convert hitconfirms into damage

-Needs a knockdown to enforce Drunken mixups

Normal Attacks

Name
Command
Notes
Standing Light Punch
Lp.png
Speccancel.png
Standing Medium Punch
Mp.png
Speccancel.png
Standing Hard Punch
Hp.png
Standing Light Kick
Lk.png
Cancel into Snake
D.png + 3k.png
Standing Medium Kick
Mk.png
Cancel into Drunk
F.png + 3k.png
Standing Hard Kick
Hk.png
Crouching Light Punch
D.png + Lp.png
Speccancel.png
Crouching Medium Punch
D.png + Mp.png
Speccancel.png
Crouching Hard Punch
D.png + Hp.png
Speccancel.png
Crouching Light Kick
D.png + Lk.png
Speccancel.png
Crouching Medium Kick
D.png + Mk.png
Speccancel.png
Crouching Hard Kick
D.png + Hk.png
hardknockdown
Jump Light Punch
U.png + Lp.png
Jump Medium Punch
U.png + Mp.png
Jump Hard Punch
Uf.png / U.png / Ub.png + Hp.png
Jump Light Kick
U.png + Lk.png
Jump Medium Kick
U.png + Mk.png
Jump Hard Kick
U.png + Hk.png


Unique Attacks

Name
Command
Notes
Razor Rush
F.png + Mp.png
Cancel into Snake D.png / U.png
->
F.png + Mp.png ---.png Lp.png
Cancel into Dragon D.png / U.png
---->
F.png + Mp.png ---.png Lp.png ---.png Mp.png
Cancel into Panther D.png / U.png
-------->
F.png + Mp.png ---.png Lp.png ---.png Mp.png ---.png Lp.png
Cancel into Tiger D.png / U.png
Razor Rush Low Kick
F.png + Mp.png ---.png Lp.png ---.png Mp.png ---.png Lp.png ---.png Lk.png
Razor Rush Mid Kick
F.png + Mp.png ---.png Lp.png ---.png Mp.png ---.png Lp.png ---.png Lk.png
Cancel into Crane D.png / U.png

Stance Changes

Name
Command
Notes
Snake
D.png + 3k.png
D.png during Dragon
U.png during Tiger
D.png during Crane
U.png during Panther
Change to Snake stance
Considered crouching in neutral
Dragon
D.png during Tiger
U.png during Snake
Change to Dragon stance
Considered crouching
Tiger
U.png during Dragon
Change to Tiger stance
Panther
D.png during Snake or Crane
Change to Panther stance Considered crouching
Throw inv. while
walking forward
Crane
D.png during Panther
Change to Crane stance
Auto-counters crouching attacks
Drunken Master Walk
F.png + 3k.png
Change to Drunken stance
Back Turn
B.png + 3k.png
Change to Back Turn stance

Snake Attacks

Name
Command
Notes
(Snake) Light Punch
Lp.png
(Snake) Medium Punch
Mp.png
F.png Cancels into Dragon
(Snake) Hard Punch
Hp.png
Counterhit Crumples
(Snake) Light Kick
Lk.png
(Snake) Medium Kick
Mk.png
(Snake) Hard Kick
Hk.png
(Snake) Rushing Snake
D.png + Lp.png ---.png Lp.png ---.png Lp.png ---.png Lp.png ---.png Lp.png
Stopping after any Lp.png
Exits Snake Stance
F.png Cancel back into Snake
(Snake) Snapping Snake
Lp.png ---.png Mp.png ---.png Lp.png ---.png Mp.png
Can Cancel.png into Panther on second Lp.png
Exits Snake Stance
(Snake) Snake Bite Combo
Mp.png ---.png Mp.png ---.png Mk.png ---.png Lk.png ---.png Mk.png
F.png Cancel into Dragon on second MP
Float on last hit

Dragon Attacks

Name
Command
Notes
(Dragon) Light Punch
Lp.png
Can Cancel.png with F.png + P.png p
Last recovery frame cancellable except crouch, dash and jump
(Dragon) Medium Punch
Mp.png
Can Cancel.png with F.png + P.png p
Last recovery frame cancellable except crouch, dash and jump
(Dragon) Hard Punch
Hp.png
Causes float
Cancel into Tiger F.png
(Dragon) Light Kick
Lk.png
Low.png
Cancel into Crane F.png
(Dragon) Medium Kick
Mk.png
(Dragon) Hard Kick
Hk.png
(Dragon) Wolf Fang Cannon
Mk.png ---.png Lp.png ---.png Mp.png ---.png Lk.png
Exits Dragon
Can Cancel.png second hit into Dragon (u d) or Tiger (f)
(Dragon) Dragon’s Spite
F.png + P.png p
Knockdown.png
Can Cancel.png into Tiger with F.png

Tiger Attacks

Name
Command
Notes
(Tiger) P
P.png during Tiger
Knockdown.png
(Tiger) K
K.png during Tiger
hardknockdown
(Tiger) Double Tiger Palm
P.png p
Crumple on hit
Wallbounce on airborne opponent close to corner

Panther Attacks

Name
Command
Notes
(Panther) Light Punch
Lp.png
(Panther) Medium Punch
Mp.png
(Panther) Hard Punch
Hp.png
(Panther) Light Kick
Lk.png
(Panther) Medium Kick
Mk.png
(Panther) Hard Kick
Hk.png
(Panther) Panther Scratch
lp---mp
Speccancel.png
(Panther) Beating Kick Low Combo
Mk.png ---.png Mp.png ---.png Lp.png ---.png Mp.png ---.png Lk.png
Low.png
Hardknockdown.png
Exits Panther
(Panther) Beating Kick Mid Combo
Mk.png ---.png Mp.png ---.png Lp.png ---.png Mp.png ---.png Mk.png
High.png
Can Cancel.png into Crane U.png
Exits Panther

Crane Attacks

Name
Command
Notes
(Crane) Standing Light Punch
Lp.png
Crushes crouching attacks
Can Cancel.png last recovery frame
(cannot Cancel.png into jump/dash/crouch)
(Crane) Medium Punch
Mp.png
Crushes crouching attacks
Can Cancel.png last recovery frame
(cannot Cancel.png into jump/dash/crouch)
Crushes standing attacks at 8f-
(Crane) Hard Punch
Hp.png
Crushes crouching attacks
Can Cancel.png last recovery frame
(cannot Cancel.png into jump/dash/crouch)
(Crane) Light Kick
Lk.png
Crushes crouching attacks
(Crane) Medium Kick
Mk.png
Crushes standing attacks
(Crane) Hard Kick
Hk.png
Crushes crouching attacks
(Crane) Crane Dance
Lk.png ---.png Mk.png ---.png Mp.png ---.png Lk.png
Causes float
Any attack before Lk.png exits stance
Ends in Back Turn
(Crane) Leaping Crane
Uf.png + K.png
Causes float


Drunk Attacks

Name
Command
Notes
(Drunk) Light Punch
Lp.png
(Drunk) Medium Punch
Mp.png
(Drunk) Hard Punch
Hp.png
Can Cancel.png with F.png + P.png p or B.png + P.png p
(Drunk) Light Kick
Lk.png
(Drunk) Medium Kick
Mk.png
Can Cancel.png with F.png + P.png p or B.png + P.png p
(Drunk) Hard Kick
Hk.png
Causes float
(Drunk) Drunken Rapid Fists
Mp.png mp or Hp.png
Can Cancel.png with F.png + P.png p or B.png + P.png p
(Drunk) Drunken Fox Combination
Lk.png Mp.png Hk.png
Causes float
Cancel into Crane with B.png
Exits Drunken
(Drunk) Drunken Fall
F.png + P.png p
High.png
Ends in Play Dead
(Drunk) Spinning Headbutt
B.png + P.png p
Causes Crumple.png
1 Armor during Active Frames
Ends in Play Dead
(Drunk) Tiger Sip
P.png p
Upper body invulnerability frames
Sipping twice in sequence gives Counter.png hit property for the next attack
Ends in Play Dead after sipping thrice in sequence
(Drunk) Tiger Sip Blow
F.png + P.png during Tiger Sip
Knockdown.png
Wallbounce on Counter Hit
(Drunk) Play Dead
(any action exits)
Enters Play Dead Stance
Take 100% Additional Damage when hit
Cancel with K.png k
(Play Dead) Staggering Slide
K.png k
Low.png
Hardknockdown.png
Exits Play Dead


Back Turn Attacks

Name
Command
Notes
(Back Turn) Light Punch
Lp.png
(Back Turn) Medium Punch
Mp.png
(Back Turn) Hard Punch
Hp.png
(Back Turn) Light Kick
Lk.png
Low.png
(Back Turn) Medium Kick
Mk.png
(Back Turn) Hard Kick
Hk.png
Hardknockdown.png
Crushes airborne attacks
3rd~4th active frames float opponent
Dancing Spear
Hp.png ---.png Mp.png ---.png Lk.png ---.png Lp.png
Knockdown.png
Can Cancel.png into Drunk with F.png
Reverse Double Kick
mk---hk
Causes float

Throws

Name
Command
Notes
Sailboat Stretch
F.png or N.png + Lp.png + Lk.png
Throw.png
Closing Fan
B.png + Lp.png + Lk.png
Throw.png


Special Moves

Name
Command
Notes
Tornado Kick
Qcb.png + K.png
Knockdown.png
Can be repeated up to two times
Ex.png Full Body Invincible 1-13f
Reverse Lotus
Dp.png + K.png
Knockdown.png
Ends in Back Turn
Mk.png Upper Body Invincible
Ex.png Full Body Invincible 1-9f
Floating Lotus
K.png during Reverse Lotus
Knockdown.png High.png
Comet Kick
Qcf.png + K.png
Ends in Back Turn
On hit: +8 on crouching opponent
Projectile invulnerability 1-27f
Ex.png Full Body Invul 1-5f
Ex.png Projectile Invul. 6-27f
Comet Strike
K.png during Comet Kick
Hardknockdown.png
High.png
Orchid Palm
Qcf.png + P.png
Ex.png Chrg.png
Lp.png - Hardknockdown.png
Mp.png Hp.png Wallbounce.png
Ex.png Projectile invul. 1-31f

Super Combo

Name
Command
Notes
Orchid Dance
Qcf.png + 3p.png
Hardknockdown.png
Full body invulnerability frames 1-4
Wall bounce on airborne opponents except after ground bounce

Frame Data (Updated for v2013)

Move Command Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel JP JC JS "Notes
"
Far\Close LP H 30 4 3 7 +7 +3 SM,EX,SA,CA 1 1 1 -
Far\Close MP H 60 6 3 16 +2 -2 SM,EX,SA,CA 2 1 1 -
Far\Close HP H 90 7 4 22 -1 -6 - 3 1 1 -
Far\Close LK L 30 5 2 12 +3 (+3 if changing stance ) -1 (-1 if changing stance ) Snake (d+KKK) 1 1 1 -
Far\Close MK H 60 10 4 20 -3 (+7 if changing stance ) -7 (+3 if changing stance ) Drunk (f+KKK) 2 1 1 -
Far\Close HK H 90 11 2 28 -5 -10 - 3 1 1 -
Crouch LP H 30 4 3 10 +4 0 SM,EX,SA,CA 1 1 1 -
Crouch MP H 50 5 2 13 +6 +2 SM,EX,SA,CA 2 1 1 -
Crouch HP **LC H 75 9 3 27 -5 -10 SM,EX,SA,CA 3 1 1 Takes 50% additional damage frames 1-8 (results in 87.5% with CH bonus)
Crouch LK L 30 5 2 9 +6 +2 SM,EX,SA,CA 1 1 1 -
Crouch MK L 60 8 2 16 +3 -1 SM,EX,SA,CA 2 1 1 -
Crouch HK **LC L 90 8 2 26 hard knockdown -8 - 3 1 - -
Jump LP M 40 5 4 until ground+4 +12 +4 - 1 1 1 -
Jump MP M 70 6 4 until ground+4 +16 +5 - 2 1 1 -
Jump HP M 100 6 4 until ground+4 +20 +8 - 3 1 1 -
Jump LK M 40 6 5 until ground+4 +12 +4 - 1 1 1 -
Jump MK M 70 6 7 until ground+4 +16 +5 - 2 1 1 -
Jump HK M 100 7 3 until ground+4 +20 +8 - 3 1 1 -
Launcher **LC HP+HK H 100 13 2 54 switch -34 - 3 - - Crushes crouching attacks frames 1-14, Launches opponent while switching characters
Cross Cancel f+HP+HK (while blocking) H 120 8 8 30+15 hard knockdown - - - - - Invulnerability frames 1-15, Resembles HK Reverse Lotus
Sailboat Stretch LP+LK throw 130 5 2 20 hard knockdown - - - - - -
Closing Fan b+LP+LK throw 130 5 2 20 hard knockdown - - - - - -
Snake d+KKK/d during Dragon/u during Tiger/d during Crane/u during Panther - - - - 13 - - - - - - Considered crouching in neutral, considered standing during movement
Dragon d during Tiger or u during Snake - - - - 13 - - - - - - Considered crouching in neutral and during movement
Tiger u during Dragon - - - - 13 - - - - - - -
Panther d during Snake or u during Panther - - - - 13 - - - - - - Considered crouching in neutral and during movement, Throw invulnerable while walking forward
Crane d during Panther - - - - 13 - - - - - - Auto counters crouching attacks
Drunken Master Walk f+KKK - - - - 13 - - - - - - -
Back Turn b+KKK - - - - 13 - - - - - - -
Razor Rush f+MP H 50 6 2 39 -20 (+2 if changing stance ) -24 (-2 if changing stance ) Snake (d/u) 3 1 1 11~26f cancelable to Snake
- f+MP > LP H 20 8 2 36 -17 (+4 if changing stance ) -21 (0 if changing stance ) Dragon (d/u) 2 1 1 11~28f cancelable to Dragon
- f+MP > LP > MP H 20 6 2 39 -20 (+2 if changing stance ) -24 (-2 if changing stance ) Panther (d/u) 3 1 1 11~26f cancelable to Panther On hit: -18 (+4 if changing stance ) on crouching opponent
- f+MP > LP > MP > LP H 20 8 2 36 -17 (-2 if changing stance ) -21 (-6 if changing stance ) Tiger (d/u) 2 1 1 17~21f cancelable to Tiger
Razor Rush Low Kick f+MP > LP > MP > LP > LK L 50 10 2 22 +1 -4 - 1 1 1 -
Razor Rush Mid Kick **LC f+MP > LP > MP > LP > MK M 50 8 2 30 -7 (-1 if changing stance ) -12 (-6 if changing stance ) Crane (d/u) 2 1 1 20~21f cancelable to Crane
Snake LP LP (during Snake) H 30 3 2 12 +3 -1 - 1 1 1 -
Snake MP MP (during Snake) H 60 6 2 17 +2 (0 if changing stance ) +2 (0 if changing stance ) Dragon (f) 2 1 1 -
Snake HP HP (during Snake) H 90 11 2 20 +3 -2 - 3 1 1 Crumple on counter hit
Snake LK LK (during Snake) L 30 6 2 12 +3 -1 - 1 1 1 -
Snake MK MK (during Snake) L 60 8 5 16 0 -4 - 2 1 1 -
Snake HK HK (during Snake) H 90 10 3 22 0 -5 - 3 1 1 -
- LP (during Snake) > LP H 30 5 2 12 +3 (-5 if changing stance ) -1 (-9 if changing stance ) Snake (f) 1 1 1 Exits Snake
- LP (during Snake) > LP > LP H 30 5 2 12 +3 (-5 if changing stance ) -1 (-9 if changing stance ) Snake (f) 1 1 1 Exits Snake
- LP (during Snake) > LP > LP > LP H 30 5 2 12 +3 (-5 if changing stance ) -1 (-9 if changing stance ) Snake (f) 1 1 1 Exits Snake
Rushing Snake LP (during Snake) > LP > LP > LP > LP H 30 5 2 12 +3 (-5 if changing stance ) -1 (-9 if changing stance ) Snake (f) 1 1 1 Exits Snake
- **LC LP (during Snake) > MP H 50 8 2 29 -10 -14 - 2 1 1 -
- LP (during Snake) > MP > LP H 30 5 2 12 +3 (-5 if changing stance ) +1 (-7 if changing stance ) Panther (f) 1 1 1 Exits Snake
Snapping Snake **LC LP (during Snake) > MP > LP > MP H 50 8 2 19 0 -4 - 2 1 1 Exits Snake
- **LC MP (during Snake) > MP H 50 8 2 29 -10 (0 if changing stance ) -14 (-4 if changing stance ) Dragon (f) 2 1 1 Exits Snake
- **LC MP (during Snake) > MP > MK L 30 6 2 30 -15 -17 - 1 1 1 Exits Snake
- **LC MP (during Snake) > MP > MK > LK L 50 8 2 32 -13 -17 - 2 1 1 Exits Snake
Snake Bite Combo MP (during Snake) > MP > MK > LK > MK H 90 10 3 28 float -9 - 3 1 0 Exits Snake
Dragon LP **LC LP (during Dragon) H 30 8 2 16 -1 -5 f+PP, CA 1 1 1 -
Dragon MP **LC MP (during Dragon) H 60 7 2 14 +5 +1 "f+PP, CA
" 2 1 1 -
Dragon HP HP (during Dragon) H 90 11 2,3 21 float -6 (-2 if changing stance ) Tiger (f) 2,3 2,1 1 -
Dragon LK LK (during Dragon) L 30 6 2 15 +3 (+2 if changing stance ) -1 (-2 if changing stance ) Crane (f) 1 1 1 -
Dragon MK MK (during Dragon) H 60 12 3 19 -1 -5 - 2 1 1 -
Dragon HK HK (during Dragon) H 90 13 4 17 +4 -1 - 3 1 1 -
- MK (during Dragon) > LP H 60 10 2 17 +2 (+2 if changing stance ) -2 (-2 if changing stance ) Dragon (d/u), Tiger (f) 2 1 1 Exits Dragon
- MK (during Dragon) > LP > MP H 60 8 3 17 +1 -3 - 2 1 1 Exits Dragon
Wolf Fang Cannon MK (during Dragon) > LP > MP > LK H 90 13 4 21 0 -5 - 3 1 1 Exits Dragon
Dragon's Spite f+PP (during Dragon) H 70 16 3 12 knockdown +7 (+4 if changing stance ) Tiger (f) 3 1 0 Exits Dragon
Panther LP LP (during Panther) H 30 4 2 17 -2 -6 - 1 1 1 -
Panther MP MP (during Panther) H 60 5 4 16 +1 -3 - 2 1 1 -
Panther HP HP (during Panther) H 90 6 2 23 0 -5 - 3 1 1 -
Panther LK LK (during Panther) L 30 5 2 10 +5 +1 - 1 1 1 -
Panther MK MK (during Panther) H 60 9 6 13 +2 -2 - 2 1 1 -
Panther HK HK (during Panther) H 90 8 2 16 +7 +2 - 3 1 1 -
Panther's Scratch LP (during Panther) > MP H 60 4 2 20 -1 -5 SM,EX,SA,CA 2 1 1 Exits Panther, 7-8f cancelable
- MK (during Panther) > MP H 60 6 2 22 -3 -7 - 3 1 1 Exits Panther
- MK (during Panther) > MP > LP H 60 8 2 22 -3 -7 - 2 1 1 Exits Panther
- MK (during Panther) > MP > LP > MP H 60 6 2 22 -3 -7 - 3 1 1 Exits Panther
Beating Kick Low Combo **LC MK (during Panther) > MP > LP > MP > LK L 50 10 2 29 hard knockdown -14 - 1 1 0 Exits Panther
Beating Kick Mid Combo MK (during Panther) > MP > LP > MP > MK M 50 8 2 25 -5 (-8 if changing stance ) -10 (-13 if changing stance ) Crane (d/u) 2 1 0 Exits Panther
Tiger P P (during Tiger) H 100 12 3 29 knockdown -10 - 3 1 0 Upper body has 1 point of armor during frames 1-10, Wall bounce on counter hit
Tiger K K (during Tiger) L 90 8 3 21 hard knockdown -4 PP, CA 3 1 - -
Double Tiger Palm PP (during Tiger) H 100 9 10 14 crumple +2 - 3 1 0 Exits Tiger, Wall bounce on airborne opponent close to corner
Crane LP **LC LP (during Crane) H 30 6 2 24 -9 -13 - 1 1 1 Crushes crouching attacks
Crane MP **LC MP (during Crane) H 60 12 3 19 -1 -5 - 2 1 1 Crushes crouching attacks frames 1-8, Crushes standing attacks from frame 9
Crane HP **LC HP (during Crane) H 90 10 3 26 -4 -9 - 3 1 1 Crushes crouching attacks
Crane LK LK (during Crane) H 30 5 4 11 +2 -2 - 1 1 1 Crushes crouching attacks
Crane MK MK (during Crane) L 60 8 3 13 +3 -1 - 2 1 1 Crushes standing attacks
Crane HK HK (during Crane) H 90 11 4 18 +3 -2 - 3 1 1 Crushes crouching attacks
- LK (during Crane) > MK L 60 8 3 16 +2 -2 - 1 1 1 Exits Crane
- **LC LK (during Crane) > MK > MP H 60 10 3 28 -10 -14 - 3 1 1 Exits Crane
Crane Dance **LC LK (during Crane) > MK > MP > LK H 60 11 6 11 float +4 - 3 1 0 Ends in Back Turn
Leaping Crane uf+K (during Crane) H,H 50,50 7 2(12)2 21 float -7 - 3,3 1,1 0 Crushes crouching attacks from frame 33
Drunken LP LP (during Drunken Master Walk) H 30 14 2 15 +5 0 - 3 1 1 -
Drunken MP MP (during Drunken Master Walk) M 60 11 2 17 +2 -2 - 2 1 1 -
Drunken HP HP (during Drunken Master Walk) H 90 13 4 26 -5 -10 f+PP, b+PP, CA 1 1 1 -
Drunken LK LK (during Drunken Master Walk) L 30 10 2 15 0 -4 - 1 1 1 -
Drunken MK MK (during Drunken Master Walk) H 60 7 4 18 -1 -5 f+PP, b+PP, CA 2 1 1 Crushes airborne attacks frames 1-10, Throw invulnerability frames 1-10, Knockdown on airborne opponent
Drunken HK HK (during Drunken Master Walk) H 90 11 2 38 float -14 - 3 1 1 -
Drunken Rapid Fists MP (during Drunken Master Walk) > MP or HP H 40 7 4 26 -5 -10 f+PP, b+PP, CA 1 1 1 -
- LK (during Drunken Master Walk) > MP H 60 8 2 21 0 -6 - 2 1 1 Exits Drunken
Drunken Fox Combination LK (during Drunken Master Walk) > MP > HK H 90 11 2 35 float -11 (-12 if changing stance) Crane (b), PP 3 1 1 Exits Drunken
Drunken Fall f+PP (during Drunken Master Walk) M 100 18 8 - ground bounce dead - 1 1 0 Lower body invulnerability frames 1-10, Ends in Play Dead
Spinning Headbutt b+PP (during Drunken Master Walk) H 80 38 13 - crumple dead - 1 1 0 1 point of armor during frames 35-37, Ends in Play Dead
Tiger Sip PP (during Drunken Master Walk) - - - - 46 - - PP, f+P - - - Upper body invulnerability frames 1-45
Tiger Sip (2nd) PP during Tiger Sip - - - - 44 - - PP, f+P - - - Upper body invulnerability frames 1-43, Gives counter hit property for the next attack
Tiger Sip (3rd) PP during Tiger Sip 2nd - - - - - - - - - - - Upper body invulnerability frames 1-51, Ends in Play Dead
Tiger Sip Blow f+P during Tiger Sip H 70 13 2 30 knockdown -10 - 3 1 0 Wall bounce on counter hit
Play Dead - - - - - - - - KK - - - Takes 100% additional damage
Staggering Slide KK (during Play Dead) L 90 11 4 31 hard knockdown -15 - 1 1 - Takes 100% additional damage during frames 1-20, Exits Play Dead
Back Turn LP LP (during Back Turn) H 30 4 3 6 +8 +4 - 1 1 1 -
Back Turn MP MP (during Back Turn) H 60 6 2 13 +6 +2 - 2 1 1 -
Back Turn HP HP (during Back Turn) H 90 9 2 27 -4 -9 - 3 1 1 -
Back Turn LK LK (during Back Turn) L 30 5 2 9 +6 +2 - 1 1 1 -
Back Turn MK MK (during Back Turn) H 60 7 3 17 +1 -3 - 2 1 1 -
Back Turn HK HK (during Back Turn) L 90 11 4 21 hard knockdown -5 - 3 1 1 Crushes airborne attacks frames 1-14, Throw invulnerability frames 10-14, 3rd-4th active frames float opponent
- HP (during Back Turn) > MP H 60 6 2 23 -4 -4 - 3 1 0 -
- HP (during Back Turn) > MP > LK L 30 5 2 16 -3 -3 - 3 1 0 -
Dancing Spear HP (during Back Turn) > MP > LK > LP H 40 8 3 22 knockdown -3 (-1 if changing stance ) Drunk (f) 3 1 0 -
Reverse Double Kick MK (during Back Turn) > HK L 90 9 4 23 float -5 - 3 1 0 -
Tornado Kick qcb+K H 40 13 6 25 -2 -9 - 5 1 1 -
Tornado Kick (2nd) qcb+K > qcb+K H 40 13 6 28 -5 -12 - 5 1 1 -
Tornado Kick (3rd) **LC qcb+K > qcb+K > qcb+K H 60 13 6 39 knockdown -23 - 5 1 0 -
Tornado Kick EX qcb+KK H 40 13 6 23 0 -7 - 5 1 1 Invulnerability frames 1-13
Tornado Kick EX (2nd) qcb+KK > qcb+KK H 40 13 6 28 -5 -12 - 5 1 1 -
Tornado Kick EX (3rd) **LC qcb+KK > qcb+KK > qcb+KK H 60 13 6 39 knockdown -23 - 5 1 0 -
Reverse Lotus LK f,d,df+LK H 80(40) 8 8 22+15 knockdown -23 (-26 if changing stance ) Back Turn (b) 3 1 0 -
Reverse Lotus MK f,d,df+MK H 100(50) 8 8 26+15 knockdown -27 (-41 if changing stance ) Back Turn (b) 3 1 0 Upper body invulnerability frames 1-9
Reverse Lotus HK f,d,df+HK H 120(60) 8 8 30+15 knockdown -31 (-45 if changing stance ) Back Turn (b) 3 1 0 -
Reverse Lotus EX f,d,df+KK H 130(75) 8 8 30+15 knockdown -31 (-45 if changing stance ) Back Turn (b) 3 1 0 Invulnerability frames 1-9
Floating Lotus k during Reverse Lotus M 40 11 3 30 knockdown -11 - 5 4 0 -
Comet Kick qcf+K H,H 40,40 23 2(5)2 23 +9 -6 - 3,3 1,1 0 Ends in Back Turn, On hit: +8 on crouching opponent, Projectile invulnerability frames 1-27
Comet Kick EX qcf+KK H,H 40,40 17 2(5)2 22 +10 -2 - 3,3 1,1 0 Ends in Back Turn, On hit: +9 on crouching opponent, Invulnerability frames 1-5, Projectile invulnerability frames 6-21
Comet Strike k during Comet Kick M 80 18 3 29 hard knockdown -12 - 3 4 1 -
Orchid Palm LP qcf+LP H 70 19 3 25 hard knockdown -2 - 0 1 0 Chargeable 51F for EX version and 100F for Super Art
Orchid Palm MP qcf+MP H 80 24 3 25 wall bounce -6 - 0 1 0 Chargeable 51F for EX version and 100F for Super Art
Orchid Palm HP qcf+HP H 90 29 3 25 wall bounce 0 - 0 1 0 Chargeable 51F for EX version and 100F for Super Art
Orchid Palm EX qcf+PP H 100 32 3 25 crumple +4 - 3 3 0 Chargeable 51F for Super Art, Projectile invulnerability frames 1-31
Orchid Dance qcf+PPP H (150)350 4 3 71 (wallounce) hard knockdown -52 - 3 3 0 52 frames cinematic freeze before attack begins, Invulnerability frames 1-4, Wall bounce on airborne opponents except after ground bounce
Cross Art **LC qcf+MP+MK H 150+ 9 2 39 switch -19 - 3 - - 61 frames cinematic freeze before attack begins, Invulnerability frames 1-10

Boost Chain Frame Data

Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel JP JC "Notes
"
Far\Close MP H 42 6 3 21 -3 -7 EX,SA,CA 2 1 -
Far\Close HP H 63 7 4 29 -9 -13 - 3 1 -
Far\Close MK H 42 10 4 26 -9 -13 - 2 1 -
Far\Close HK H 63 11 2 41 -18 -23 - 3 1 -
Crouch MP H 35 5 2 24 -5 -9 EX,SA,CA 2 1 -
Crouch HP **LC H 52 9 3 36 -14 -19 EX,SA,CA 3 1 Takes 50% additional damage frames 1-8 (results in 87.5% with CH bonus)
Crouch MK L 42 8 2 24 -5 -9 EX,SA,CA 2 1 -
Crouch HK **LC L 63 8 2 35 hard knockdown -17 - 3 1 -

Move Analysis

Normal Moves

N/A


Unique Attacks

N/A

Normal Throws

N/A


Special Moves

N/A


Super Combos

N/A

The Basics

Advanced Strategy

N/A

Combos

Bread and Butters

  • cr.HP xx qcf+K, BT MK>HK, BT MK>HK, cr.MP xx dp+K>K (411)

(nostance, 0bar, medium)


Hit Confirm Combos

  • cr.LK, cr.MP, cr.MP, cr.MP xx qcb+K>qcb+K>qcb+K (223)

(nostance, 0bar, low, medium)

  • cr.LK, cr.MP, cr.MP xx qcf+KK, BT MK>HK, BT MK>HK, cr.MP xx dp+K>K (334)

(nostance, 1bar, low, medium)

  • cr.MP, cr.MP xx qcf+KK, BT MK>HK, BT MK>HK, cr.MP xx dp+K>K(369)

(nostance, 1bar, medium)

  • CRA LK>MK>MP>LK, BT MK>HK, cr.MP xx dp+K>K (325)

(crane, 0bar, medium)


Post-launch Combos

  • st.MK xx f+KKK, cr.MP, cr.HP xx dp+HK>K

(nostance, 0bar, medium)

  • cr.HP xx CADC, cr.MP, cr.HP xx dp+HK>K

(nostance, 0bar, medium)

Advanced Combos

  • CRA uf+K, cr.HP xx CADC, cr.MP, cr.HP xx dp+K>K (359)

(crane, 0bar, hard)

  • DGN MP xx f+PP, TGR PP, cr.MP, cr.HP xx dp+K>K (366)

(dragon, 0bar, corner, easy)

  • DRU MP>MP xx f+PP, PLD KK (243)

(drunken, overhead, 0bar, easy)

Combos Into Supers

  • N/A


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