Lei
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
+
+
Unique Attacks
Stance Changes
during Dragon
during Tiger
during Crane
during Panther
Considered crouching in neutral
during Snake
Considered crouching
Throw inv. while
walking forward
Auto-counters crouching attacks
Snake Attacks
Exits Snake Stance
Cancel back into Snake
Exits Snake Stance
Float on last hit
Dragon Attacks
Last recovery frame cancellable except crouch, dash and jump
Last recovery frame cancellable except crouch, dash and jump
Cancel into Tiger
Cancel into Crane
Can second hit into Dragon (u d) or Tiger (f)
Can into Tiger with
Tiger Attacks
Wallbounce on airborne opponent close to corner
Panther Attacks
Exits Panther
Can into Crane
Exits Panther
Crane Attacks
Can last recovery frame
(cannot into jump/dash/crouch)
Can last recovery frame
(cannot into jump/dash/crouch)
Crushes standing attacks at 8f-
Can last recovery frame
(cannot into jump/dash/crouch)
Any attack before exits stance
Ends in Back Turn
Drunk Attacks
Cancel into Crane with
Exits Drunken
Ends in Play Dead
1 Armor during Active Frames
Ends in Play Dead
Sipping twice in sequence gives hit property for the next attack
Ends in Play Dead after sipping thrice in sequence
Wallbounce on Counter Hit
Take 100% Additional Damage when hit
Cancel with k
Exits Play Dead
Back Turn Attacks
Crushes airborne attacks
3rd~4th active frames float opponent
Can into Drunk with
Throws
Special Moves
Can be repeated up to two times
Full Body Invincible 1-13f
Ends in Back Turn
Upper Body Invincible
Full Body Invincible 1-9f
On hit: +8 on crouching opponent
Projectile invulnerability 1-27f
Full Body Invul 1-5f
Projectile Invul. 6-27f
-
Projectile invul. 1-31f
Super Combo
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