T6BR Lei Frame Data

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Ultimat
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#1 “Quote” Edit Post
Can you all give me a link to the frame data?
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#2 “Quote” Edit Post
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Ultimat
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#3 “Quote” Edit Post
Is there a DRU 2~f !? What is that suppose to do?
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#4 “Quote” Edit Post
DRU 2~f is DRU 2 and Lei then does a super long stumble to turn around and get back to DRU
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Nameless03
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#5 “Quote” Edit Post
Just wanted to point out: ina has a footnote for DRU 2~f. I can't read Japanese, but my limited Chinese skills seem to tell me something about DRU 4 coming out faster if done after this move/transition. I checked it out today, and it does seem to come out a bit faster. You know how if you do DRU 2~f, Lei stumbles backwards and then forwards (I may have gotten that the other way round)? If you press 4 after DRU 2~f, he'll stumble backwards...and then suddenly DRU 4!

I make it sound very exciting, but it's really not. I guess it's a good way to launch your opponent if they try to punish you after blocking DRU 2~f? Not sure though, need more testing.
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chongibears
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#6 “Quote” Edit Post
DRU 2 is ok.,but DRU 2~f is tooo slow.,I IMO think its a bad move,.
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Ultimat
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#7 “Quote” Edit Post
Originally posted by chongibears
DRU 2 is ok.,but DRU 2~f is tooo slow.,I IMO think its a bad move,.


Well I dont think that is true if you hit or CH, so when you have frame advantage you can dodge without getting hit.

fN1 +4(+14)? I dont know what that means either?

Last edited by Ultimat on May 14th, 2009 at 00:23

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#8 “Quote” Edit Post
Originally posted by Ultimat
Well I dont think that is true if you hit or CH, so when you have frame advantage you can dodge without getting hit.

fN1 +4(+14)? I dont know what that means either?



酔連拳1発目~酔歩
(すいれんけん~すいほ 酔歩中にRP,6 中,特殊 damage 12, frames to hit 18, blocked +1S, hit -1S, CH TD

So in other words, if you CH it, it'll knock the opponent down like you do in CH of DRU 3,2, if you hit, it gets a -1 and if it blocks, you get a +1 and that +1 frame doesn't count transition and etc. I know how bad DRU 2~f is...I've been using it a lot last year since I relied a lot on DRU stance and you get launched a lot with that move, its more safe to do DRU 2,2~f or DRU 2~b

Update: I think there's something wrong with the frame data..SS+2 shows the opposite

@nameless: Hahahaha nice find I should have keep an eye on the footnotes, been on the site on heaps but never notice that as well. Alright! A knew DRU traps and its a launcher too!

And the notes mentioned about fn4,1~f_d isn't possible if you CH the first hit

Also for people who don't know JS means avoid low, so I think it stands for Jump Status and CS avoid high, so I assume it means Crouch Status. Only applies to the active hit frames.

Last edited by [~DTC~] on May 14th, 2009 at 00:54

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Ultimat
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#9 “Quote” Edit Post
Can someone find out what the positive advantages on hit & block for 3~b, f+3, WC d/f+2,1, DRU 3~f, BT 1, BT 1,1,3, SNK 1,2, SNK 1,2,1, & DRG 4,1~f & u_d

Since you all played the game for about almost a year now, those answers should be given by now!
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Aleicard
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#10 “Quote” Edit Post
3~b i14 on hit: ?(prolly -2 or -5) on block: ?(prolly -18 or -19)
f+3 i16 on hit: ?(prolly +2 or 5) + on block:-12
FC d/f+2,1 i17ori18 on hit: +? on block: -16
DRU 3~f on hit: +1 on block: -12 or more cuz you go to DRU...
SNK 1,2,1 i13 on hit: +? on block: -10
SNK 1,2 i13 on hit:+? on block: -?
DRG 4,1~f i18 on hit: +5 on block: -? (prolly -14)
DRG 4,1~d on hit: +5 on block: -? (prolly -14)
The Exalted
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#11 “Quote” Edit Post
Nice thread.

I noticed that DRU trap and ignored it. A lot of properties in this game is still VERY random even to me. I dont think I'll fully understand it until the console release.
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Ultimat
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#12 “Quote” Edit Post
Originally posted by The Exalted
Nice thread.

I noticed that DRU trap and ignored it.


Well I am sorry I am learning

I read on the Japanese frame data and had like fn1: 4(11) on hit, DRG 3: +2S, f+1+2: +10(ND), d/f+1+2~f: +14SG, fn2,1,2: U on hit, etc. Which the term and the #'s in () doesnt make sence either?

And does the advantages on SS 2,2 on hit even work?

It would be nice if someone give me an answer to it please
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Ultimat
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#13 “Quote” Edit Post
This is something I hope you all really like, because this help adjust your game with frame tight offence and I really worked on about a week on this too.

After taking the majority of Lei's move and did calculations, I made a transition moves list for every frame by frame!

Example: 14 frame transition: 1,2 to d/b+4(Hit&CH), means because 1,2 is +6 on Hit & CH and d/b+4 is 20 so you subtract it. You know fundemental math.


Heres the list:

11 frame moves:

1,1 to 3(Hit&CH), 1,1 to 1+2(Hit&CH), 1,1 to fN+1(Hit&CH), 1,1 to fN+2(Hit&CH)

DRG 2 to u/f+1(Block), DRG 2 to u/b+4(Block)

WS+2 to u/f+1(Hit&CH), WS+2 to u/b+4(Hit&CH)

fn4,1 to u/f+1(Hit&CH), fn4,1 to u/b+4(Hit&CH)

b+4 to d/f+1(Hit)

d/f+1+2~f to TGR 1+2(CH)

TGR 2 to f+3(Hit), TGR 2 to u/f+3(Hit)


12 frame moves:

3 to1(CH), 3 to 2(CH)

1 to d/f+1(Block), 2 to d/f+1(Block)

1,1 to u/b+4(Hit&CH), 1,1 to u/f+1(Hit&CH)

2,1 to u/f+1(Hit&CH), 2,1 to u/b+4(Hit&CH)

f+1+2 to d/f+1+2(Block), f+1+2 to f,f+3(Block), f+1+2 to f,f+4(Block), f+1+2 to fn3(Block), f+1+2~d to PAN 1(Hit)

PAN 1 to WS+2

fn1 to 1(Block), fn1 to 2(Block)
fn1,2 to d/f+1(Hit&CH), fn1,2,1 to d/f+1(Hit&CH), fn1,2,1,2 to d/f+1(Hit)

fn2 to 3(Block), fn2 to 1+2(Block), fn2 to fn1(Block), fn2 to fn2(Block), fn2,1 to fn4(Block), fn2,1 to d+4(Block)

fn4,1 to u/f+3(Hit&CH), fn4,1 to f+1+2(Hit&CH)

fn4,1,2,3 to 1+2(Block), fn4,1,2,3 to fn1(Block), fn4,1,2,3 to fn2(Block), fn4,1,2,3 to 3(Block), fn4,1,2,3_4 to u/f+3(Block),
fn4,1,2,3_4 to fn4(Block), fn4,1,2,3_4 to f+3(Block)

WR+2 to f+3(Hit&CH), WR+2 to f+1+2(Hit&CH), WS+2 to u/f+3(Hit&CH), WS+2,1 to d+4(Hit), WS+2,1 to fn4(Hit)

b+4 to 3(Hit), b+4 to 1+2(Hit), b+4 to fn1(Hit), b+4 to fn2(Hit)

d+4 to d+4(Hit&CH), d+4~d to SNK 1(Hit)

1+2 to BT 1(Hit)

d/f+1,1 to d/f+1(Hit&CH)

d/b+4~f to DRU 2(Clean Hit)

DRU 3 to d/f+1(Hit&CH)

SNK 1 to fn3(Hit&CH), SNK 1 to f,f+3(Hit&CH), SNK 1 to f,f+4(Hit&CH), SNK 1 to d/f+1+2(Hit&CH)

DRG 2 to f+3(Block), DRG 2 to f+1+2(Block), DRG 2 to u/f+3(Block)

DRG 4,1 to fn3(Hit&CH), DRG 4,1 to d/f+1+2(Block), DRG 4,1 to f,f+3(Hit&CH), DRG 2 to f,f+4(Hit&CH)

DRG 3 to WS+2(Hit&CH)

TGR 2 to fn3(Hit), TGR 2 to d/f+1+2(Hit), TGR 2 to f,f+3(Hit), TGR 2 to f,f+4(Hit)

PHX 3 to 1(CH), PHX 3 to 2(CH)


13 frame moves:

1 to 3(Block), 1 to fn2(Block), 1 to fn1(Block), 1 to 1+2(Block)

2 to 3(Block), 2 to 1+2(Block), 2 to fn2(Block), 2 to fn1(Block)

1,1 to f+3(Hit&CH), 1,1 to f+1+2(Hit&CH), 1,1 to u/f+3(Hit&CH)

2,1 to f+1+2(Hit&CH), 2,1 to f+3(Hit&CH), 2,1 to u/f+3(Hit&CH)

fn1,2 to 3(Hit&CH), fn1,2,1 to 3(Hit&CH), fn1,2,1,2 to 3(Hit), fn1,2,1,2,3 to 1(Hit), fn1,2,1,2,3 to 2(Hit)

fn4,1,2,3 to u/f+1(Block), fn4,1,2,3 to u/b+4(Block), fn4,1,2,3_4 to f,f+3(Block), fn4,1,2,3_4 to f,f+4(Block), fn4,1,2,3_4 to fn3(Block)

f+4,2,1,2,3 to 1(Hit), f+4,2,1,2,3 to 2(Hit), PAN 4,2,1,2,3 to 1(Hit), PAN 4,2,1,2,3 to 2(Hit)

d/f+1,1 to 3(Hit&CH)

d/f+1+2~f to TGR 4(Block)

b+4 to u/f+1

WS+2,1 to d/f+1

fn2 to u/f+1(Block), fn2,1 to d/f+1(Block)

fn4,1 to fn3(Hit&CH)

f,f+4,3+4 to 1(Block), f,f+4,3+4 to 2(Block)

DRU 3 to 1+2(Hit&CH), DRU 3 to fn2(Hit&CH), DRU 3 to fn1(Hit&CH), DRU 3 to 3(Hit&CH)

SNK 4 to SNK 1(Hit&CH), SNK 1,2,1~f to PAN 3(Hit&CH)


14 frame moves:

1 to u/f+1(Block), 1 to d/f+3(Hit&CH), 1 to u/b+4(Block)

2 to u/f+1(Block), 2 to d/f+3(Hit&CH), 2 to u/b+4(Block)

1,2 to d/b+4(Hit&CH), 1,2 to d/f+1(Block)

2,1 to d/f+1+2(Hit&CH)

1+2,1 to BT d+4(Hit&CH)

u/f+1 to d/b+4(Hit&CH)

fn2 to f+3(Block), fn2 to u/f+3(Hit), fn2,1 to 3(Block), fn2,1 to 1+2

fn1 to fn4(Block), fn1,2 to u/f+1(Hit&CH), fn1,2,1 to u/f+1(Hit&CH), fn1,2,1,2 to u/f+1(Hit)

d/f+1,1 to u/f+1(Hit)

3 to fn4(CH)

b+4 to f+3(Hit), b+4 to u/f+3(Hit)

fn3 to d/f+1(Block), fn3_4 to f+3(Block), fn3_4 to u/f+3(Block), fn3_4 to fn1(Block), fn3_4 to fn2(Block)

fn4,1 to d/f+1(Block), DRG 4,1 to d/f+1(Block)

fn4,1,2,3 to f+3(Block), fn4,1,2,3 to u/f+3(Block), DRG 4,1,2 to u/f+1(Hit&CH), DRG 4,1,2,3 to u/f+3(Block), DRG 4,1,2,3 to f+3(Block)
fn4,1,2,3 to fn1(Block), fn4,1,2,3 to fn2(Block), fn4,1,2,2 to d/f+1(Hit&CH)

WS+2,1 to 3(Hit), WS+2,1 to 1+2(Hit)

d+4 to 3(Hit&CH), d+4 to 1+2(Hit&CH)

SNK 2 to u/f+1(Hit), SNK 2,2 to d/f+1(All)

DRU 3 to u/f+1(Hit&CH), DRU 3 to u/b+4(Hit&CH)

f,f+4 to u/f+1(Hit)

3~4 to BT d+4(Block)

PAN 4,2,1,2 to d/f+1(Hit)

CRN 3 to d/b+4(Hit&CH)

CRN 3,1 to d/f+1(Hit&CH)

d/f+1+2~f to TGR 4(Hit)
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Aleicard
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#14 “Quote” Edit Post
Wow, quite nice info for pitbulling.^_^. I'm more interested in blocked moves though, cuz usually after opponent gets hit/punished they usually just block and not try to punch their way out. Btw, this really sounds technical... thanks for this. btw, you haven't accounted for the best move yet that's + a lot on block, fff+3...
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#15 “Quote” Edit Post
Lei has became ranked C class.....almost bottom...in korea...
Ultimat
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#16 “Quote” Edit Post
Originally posted by Aleicard
Wow, quite nice info for pitbulling.^_^. I'm more interested in blocked moves though, cuz usually after opponent gets hit/punished they usually just block and not try to punch their way out. Btw, this really sounds technical... thanks for this. btw, you haven't accounted for the best move yet that's + a lot on block, fff+3...


Well if I do moves that are +15 on block, its no suprise that the majority of moves are below 10 frames which are jabs. Yeah, I think moves on block are more interesting, it help pressure opponenet even while defending.
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green)Lei
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#17 “Quote” Edit Post
is there a translation of this list or another one or can i somehow get rid of all these squares?
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n8nmonster
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#18 “Quote” Edit Post
Please use this thread for frame data discussion.
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n8nmonster
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#19 “Quote” Edit Post
See here for frame data from the recent Arcadia issue:

http://www.tekkenzaibatsu.com/forum...089#post3891089
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green)Lei
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#20 “Quote” Edit Post
hopkick should be 9rk right?

i cant find it on the list

Last edited by green)Lei on Oct 26th, 2009 at 21:22

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