Lili T7 Frames

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To character select | Lidia / Lucky Chloe

CommandHit levelDamageStart up frameBlock frameHit frameCounter hit frameNotes
SPECIAL MOVESSPECIAL MOVES
#1CommandHit levelDamageStart up frameBlock frameHit frameCounter hit frameNotes
SPECIAL MOVESin rage 3+4m (TJ)5520 pc8~17 js8~-22KNDKNDRage art
SPECIAL MOVESin rage d/f+2+3m, h10,2022 js9~+9~+10KNDKNDRage drive, Homing
SPECIAL MOVES1h710+1+8+8
SPECIAL MOVES1, 2h, h7,1210-1+8+8
SPECIAL MOVES1, 2, 3h, h, l (TC)7,12,13cs10~-13-2KND
SPECIAL MOVES1, 2, 4h, h, m (TJ)7,12,20js21~-9~-4KNDKND
SPECIAL MOVES2h8100+8+8
SPECIAL MOVES2, 3h, l (TC)8,10cs10~-13-2KND
SPECIAL MOVES2, 4h, h8,2010~-2~+2KNDKNDTail spin
SPECIAL MOVES3m1215~16b-11~-10-3~-2-3~-2
SPECIAL MOVES3, 1m, m12,2015~16-13~-12KNDKNDWall bounce
SPECIAL MOVES3, 2m, h12,815~16-5+2+6
SPECIAL MOVES3, 2, Fm, h12,815~16-2+5+9
SPECIAL MOVES3, 2, 3m, h, h (TJ)12,8,22js13~-9~-6KNDKND
SPECIAL MOVES4h1612-4+7+7 (SH)
SPECIAL MOVES4, 1h, h16,712-10+2
SPECIAL MOVES4, 1, 3h, h, m16,7,1012-11~-90~+2s+8~+10s
SPECIAL MOVES1+2m2612-12KNDKND
SPECIAL MOVESf+2h1212~13-9~-8-1~0-1~0
SPECIAL MOVESf+2, 3h, m12,2012~13-15~-14KNDKND
SPECIAL MOVESf+3m2620~22-3~-1KNDKNDHoming, Tail spin
SPECIAL MOVESf+4m2317-9KNDCS
SPECIAL MOVESf+1+2m1914~15-6~-5+3~+4sKND
SPECIAL MOVESf+3+4mm (TJ)8,2218~20, 35~37 js12~24-4~-2KNDKND
SPECIAL MOVESf+3+4 (First hit only)m818~20 js12~24-25~-23KNDKND
SPECIAL MOVESf+3+4 (Second hit only)m2235~37-4~-2KNDKND
SPECIAL MOVESf+3+4~3m (TJ), m8,2018~20, 54~57 (12js~)-8~-5KNDKND
SPECIAL MOVESf+3+4~3, 4m (TJ), m, m8,20,20js18~-20~-16KNDKND
SPECIAL MOVESd/f+1m1213-1+7+7
SPECIAL MOVESd/f+2m1616~17-11~-10Launch (JG?)Launch (JG?)
SPECIAL MOVESd/f+2, Bm(BT)1616~17b-11~-10Launch (JG?)Launch (JG?)
SPECIAL MOVESd/f+3m2320~22+3~+5s+8~+10gKND
SPECIAL MOVESd/f+4m1415~16-8~-7-2~-1+5~+6
SPECIAL MOVESd/f+4, 4m, l14,2115~16-15~-14+1~+2+6~+7
SPECIAL MOVESd/f+3+4m (TJ)1424~29b js12~-4~+1KNDKND
SPECIAL MOVESd/f+3+4, 3+4m (TJ), mm (TJ)14,5,20b js14~-7~-6KNDKND
SPECIAL MOVESd/f+3+4, 3+4 (Third hit miss)m (TJ), m14,5b js14~-18~-16KNDKND
SPECIAL MOVESd+1l (TC)1018~19 cs9~-11~-100~+10~+1
SPECIAL MOVESd+1, Dl (TC)1018~19s cs9~-11~-100~+10~+1
SPECIAL MOVESd+1, 2l (TC), h10,818~19 cs9~-8~-7+3~+4+5~+6
SPECIAL MOVESd+1, 2, Bl (TC), h, (BT)10,818~19 cs9-8~-7+3~+4+5~+6
SPECIAL MOVESd+1, 2, 4l (TC), h, m10,8,2418~19 cs9~-9~-7KNDKNDTail spin
SPECIAL MOVESd+2m1616~17-7~-6-1~0-1~0
SPECIAL MOVESd+2, 2m, h16,1016~17-10~-9-4~-3-2~-1
SPECIAL MOVESd+2, 2, 3m, h, h16,10,2416~17-3~-1KNDKNDTail spin
SPECIAL MOVESd+2, 2, 4m, h, m16,10,2416~17-17KNDKND
SPECIAL MOVESd+3l1619~20-12~-11+1~+2+5~6s
SPECIAL MOVESd+1+2m2520 pc8~-13KNDKNDPower crush
SPECIAL MOVESd+3+4m?2317~21a-21~-17Launch(JG?)Launch(JG?)
SPECIAL MOVESd/b+3h2019~22 cs6~16-9~-6KNDKNDTail spin, Homing
SPECIAL MOVESd/b+4l (TC)2030~31 cs5~-24YKUYKUHoming
SPECIAL MOVESd/b+3+4l2024~25s cs6~-18~-17KNDKND
SPECIAL MOVESb+1m?1617~18-6~-5+2~+3+2~+3
SPECIAL MOVESb+1, Fm, (Special)1617~18+1~+2+9~+10+9~+10
SPECIAL MOVESb+1, 4m, m16,2217~18-11~-10KNDKND
SPECIAL MOVESb+2h1513-1100
SPECIAL MOVESb+2, 1h, m15,1313-4~-3+7~+8+7~+8
SPECIAL MOVESb+2, 1, Fh, m (special)15,1313-4~-3+7~+8+7~+8
SPECIAL MOVESb+2, 1, Bh, m(BT)15,1313b-4~-3+7~+8+7~+8
SPECIAL MOVESb+2, 1, 1+2h, m, m15,13,2713-12~-11KNDKND
SPECIAL MOVESb+3 or BT b+3(Special) (TJ)13
SPECIAL MOVESb+4 or BT b+4(Special) (TJ)13
SPECIAL MOVESb+3 or 4, f(Special) (TJ) RC
SPECIAL MOVESb+3, 3 or b+4, 3(Special) (TJ), l (TC)2524~25s (49~)-15~-14KNDKND
SPECIAL MOVESb+3, 4 or b+4, 4(Special) (TJ), m (TJ)2723~29 (48~)-6~0KNDKND
SPECIAL MOVESb+1+2m2423~24-12~-11KNDKND
SPECIAL MOVESb+1+4! (TJ)5063~65 js56~KNDKNDKND
SPECIAL MOVESu/b+1m2116~18-9~-7KNDKND
SPECIAL MOVESu/b or u or u/f+2m2120~21-10~-9KNDKND
SPECIAL MOVESu/b or u+3m (TJ)2622~23 js16~-16~-15Launch (JG?)Launch (JG?)
SPECIAL MOVESu/b or u+3, fm (TJ), (Special)2622~23 js16~-13~-12Launch (JG?)Launch (JG?)
SPECIAL MOVESu/b or u+3, 3m (TJ), m (TJ)26,15js9~-1200
SPECIAL MOVESu/b or u+3, 3, Fm (TJ), m (TJ)26,15js9~-3+9+9
SPECIAL MOVESu/b or u+3, 3, 3+4m (TJ), m (TJ)26,15,5,222~23-8KNDKND
SPECIAL MOVESu+3+4m (TJ), (Throw)18(,5,5)36~39 js5~-8~-5Launch (JG?)(Throw)Launch (JG?)(Throw)
SPECIAL MOVESu+3+4 (Far)m (TJ)1836~39 js5~-8~-5KNDKND
SPECIAL MOVESu/f+3m (TJ)1315~17 js9~-13~-11Launch (JG?)Launch (JG?)
SPECIAL MOVESu/f+4m (TJ)1225~29 js9~-12~-8+1~+5s+1~+5s
SPECIAL MOVESu/f+4, bm(BT) (TJ)1225~29 js9~-12~-8+1~+5s+1~+5s
SPECIAL MOVESu/f+4, 3m (TJ), m18,2328~32 12~-9KNDKNDWall bounce
SPECIAL MOVESu/f+3+4m (TJ)1515~18 js9~-9~-6+2~+5+2~+5
SPECIAL MOVESu/f+3+4, 3m (TJ), h15,1815~18 9~-4+14k (+18k wc)+14k (+18k wc) Wall crush
SPECIAL MOVESu/f+3+4, 3+4m (TJ), m15,2215~18 9~a-21~-17LaunchLaunch
SPECIAL MOVESf, F+2m2018(19~) pc6~17-17CSCSPower crush
SPECIAL MOVESf, F+3m (TJ)1522a(23~) js7~-12JGJG
SPECIAL MOVESf, F+3, Fm (TJ), (Special)15js7~-3JGJG
SPECIAL MOVESf, F+3, 3+4m (TJ), mm15,5,20js1~31-8~-7KNDKND
SPECIAL MOVESf, F+3, 3+4 (Only two first hits)m (TJ), m15,5js1~31-20~-19-9~-8-9~-8
SPECIAL MOVESf, F+4l2322~23 (23~)-12~-11+4~+5+9~+10
SPECIAL MOVESf, F+4, Bl(BT)2322~23b (23~)-12~-11+4~+5+9~+10
SPECIAL MOVESf, F+1+2 (one spin)m2818~19 (29~30)-9~-8KNDKNDHoming
SPECIAL MOVESf, F+1+2* (two spins)m3818~19 (52~53)+5~+6KNDKNDHoming
SPECIAL MOVESf, F+1+2* (Very long hold)!5018~19 (75~76)KNDKNDKNDHoming
SPECIAL MOVESf, F+3+4m (TJ)3019~25a (20~) js11~-6~0KNDKND
SPECIAL MOVESf, f, f+3m (TJ)3023~30 (26~) js3~0~+7KNDKND
SPECIAL MOVESWS+1m1513~14-11~-100~+10~+1
SPECIAL MOVESWS+1, 2m, h15,1613~14-3~-2+8~+9+8~+9
SPECIAL MOVESWS+1, 2, 4m, h, l15,16,20cs12~-14~-13KNDKND
SPECIAL MOVESWS+2m?1716~18-12~-10Launch (JG?)Launch (JG?)
SPECIAL MOVESWS+2, Bm?(BT)1716~18b-12~-10Launch (JG?)Launch (JG?)
SPECIAL MOVESWS+3m2016~17 ar13~-21~-20Launch (JG?)Launch (JG?)
SPECIAL MOVESWS+3, 4m, m20,25js27~43+4~+7sKNDKND
SPECIAL MOVESWS+4m1811~12-8~-7KNDKND
SPECIAL MOVESFC+d/f+1m2514~15-6~-5KNDKND
SPECIAL MOVESFC+d/f+3 or d, D/F+3l (TJ),(TC)1923~32 cs10~-18~-9-2~+7KND
SPECIAL MOVESSS+3m2018~19 (27~)-9~-8KNDKND
SPECIAL MOVESSS+1+2m2119~20 (28~)-2~-1KNDCS
SPECIAL MOVESqcf or From certain moves(Special) RC
SPECIAL MOVESqcf+1m1615~16 (17~)-12~-11-1~0-1~0
SPECIAL MOVESqcf+1, 2m, m16,2015~16 (17~)-14~-13KNDCS
SPECIAL MOVESqcf+1, 2, B (Cancel)m(BT)1615~16 (17~)b-17~-16-6~-5-6~-5
SPECIAL MOVESqcf+2m1314~15 (16~)-9~-80~+10~+1Homing
SPECIAL MOVESqcf+2, 1m, m13,2014~15 (16~)-13~-12KNDKND
SPECIAL MOVESqcf+3m2016~17 (18~)-21~-20Launch (JG?)Launch (JG?)
SPECIAL MOVESqcf+3, 4m, m20,2516~17 (18~)a+4~+7sKNDKND
SPECIAL MOVESqcf+4m1811~12 (13~)-8~-7KNDKND
SPECIAL MOVESqcf+3+4hh (TJ)6,2012~14, 22~23 (14~) js12~+6~+7+17k+17kHoming, Tail spin
SPECIAL MOVESb+3+4 (to BT)(BT)b
SPECIAL MOVESBT 1h88-8+3+3
SPECIAL MOVESBT 1, 2h, h8,138-3+8+8
SPECIAL MOVESBT 1, 4h, h8,218-5+10kg+10kgTail Spin
SPECIAL MOVESBT 2m1714~16-5~-3KNDKNDTail spin
SPECIAL MOVESBT 3h2510-8KNDKND
SPECIAL MOVESBT 4mm (TC)10,2026~28, 55~56b 1js13~ 2js1~14-11~-10KNDKND
SPECIAL MOVESBT 4, 3+4mm (TC), mm (TJ)10,20,10,15b js14~31-10~-8KNDKND
SPECIAL MOVESBT 1+2mm5,2013~14, 19~20-10~-9sKNDKND
SPECIAL MOVESBT 3+4m (TJ)1829~32 js5~-4~-1+5~+8s+5~+8s
SPECIAL MOVESBT 3+4, 2m (TJ), m18,2129~32 5~-11~-9KNDKNDTail spin
SPECIAL MOVESBT d+3l (TC)1617~19 cs4~-17~-15-1~+1+2~+4s
SPECIAL MOVESBT d+3, 4l (TC), m16,2417~19 4~-13~-11KNDKND
SPECIAL MOVESBT d+4l1210s cs1~-11+3+3
SPECIAL MOVESBT d+3+4l (TC)(BT)2522~25b cs4~-26KNDKNDHoming
SPECIAL MOVESBT d+3+4, Fl (TC)2522~25 cs4~-26KNDKNDHoming
SPECIAL MOVESBT b+3(Special) (TJ)22~25 4~
SPECIAL MOVESBT b+4(Special) (TJ)22~25 4~
SPECIAL MOVESb+1+3 or b+2+4 (reverses h/m) 25 + 50% of attack 3~8
BASIC MOVESBASIC MOVES
#2CommandHit levelDamageStart up frameBlock frameHit frameCounter hit frameNotes
BASIC MOVES1h710+1+8+8
BASIC MOVES2h8100+8+8
BASIC MOVES3m1215~16b-11~-10-3~-2-3~-2
BASIC MOVES4h1612-4+7+7
BASIC MOVESf+1h710+1+8+8
BASIC MOVESf+2h1212~13-9~-8-1~0-1~0
BASIC MOVESf+3m2620~22-6~-4KNDKNDHoming, Tail spin
BASIC MOVESf+4m2317-9KNDCS
BASIC MOVESd/f+1m1213-1+7+7
BASIC MOVESd/f+2m1616~17-11~-10Launch (JG?)Launch (JG?)
BASIC MOVESd/f+3m2320~22+3~+5s+8~+10gKND
BASIC MOVESd/f+4m1415~16-8~-7-2~-1+5~+6
BASIC MOVESd+1l (TC)1018~19 cs9~-11~-100~+10~+1
BASIC MOVESd+2m1616~17-7~-6-1~0-1~0
BASIC MOVESd+3l1619~20-12~-11+1~+2+5~6s
BASIC MOVESd+4l (TC)712s cs4~-13-2-2
BASIC MOVESd/b+1Sm (TC)510s cs4~-5+6+6
BASIC MOVESd/b+2Sm (TC)811s cs4~-4+7+7
BASIC MOVESd/b+3h2019~22 cs6~16-9~-6KNDKNDTail spin, Homing
BASIC MOVESd/b+4l (TC)2030~31 cs5~-24YKUYKUHoming
BASIC MOVESb+1m?1617~18-6~-5+2~+3+2~+3
BASIC MOVESb+2h1513-1100
BASIC MOVESb+3(Special) (TJ)13
BASIC MOVESb+4(Special) (TJ)13
BASIC MOVESu/b+1m2116~18-9~-7KNDKND
BASIC MOVESu or u/f+1m (TJ)1218 js9~-8+3+3
BASIC MOVESu/b or u or u/f+2m2120~21-10~-9KNDKND
BASIC MOVESu/b or u+3m (TJ)2622~23 js16~-16~-15Launch (JG?)Launch (JG?)
BASIC MOVESu/f+3m (TJ)1315~17 js9~-13~-11Launch (JG?)Launch (JG?)
BASIC MOVESu/b+4m (TJ)1115~17 js9~-20~-18-8~-6-8~-6
BASIC MOVESu+4m (TJ)1515~17 js9~-13~-11KNDLaunch (JG?)
BASIC MOVESu/f+4m (TJ)1225~29 js9~-12~-8+1~+5s+1~+5s
BASIC MOVESu/f, n+4m2523(29,35) js9~33-11(-13)Launch (JG?)Launch (JG?)
BASIC MOVESWS+1m1513~14-11~-100~+10~+1
BASIC MOVESWS+2m?1716~18-12~-10Launch (JG?)Launch (JG?)
BASIC MOVESWS+3m2016~17 ar13~-21~-20Launch (JG?)Launch (JG?)
BASIC MOVESWS+4m1811~12-8~-7KNDKND
BASIC MOVESFC+d/b or d+1Sm (TC)510s cs1~-5+6+6
BASIC MOVESFC+2Sm (TC)811s cs1~-4+7+7
BASIC MOVESFC+d/b or d+3l (TC)1216s cs1~-17-3-3
BASIC MOVESFC+4l (TC)1012s cs1~-15-4-4
BASIC MOVESSS+1h710(11~)+1+8+8
BASIC MOVESSS+2h810(11~)0+8+8
BASIC MOVESSS+3m2018~19 (27~)-9~-8KNDKND
BASIC MOVESSS+4h1612(13~)-4+7+7
BASIC MOVESBT 1h88-8+3+3
BASIC MOVESBT 2m1714~16-5~-3KNDKNDTail spin
BASIC MOVESBT 3h2510-8KNDKND
BASIC MOVESBT 4mm (TC)10,2026~28, 55~56b 1js13~ 2js1~14-11~-10KNDKND
BASIC MOVESBT d+1 or 2Sm1010s cs1~-2+9+9
BASIC MOVESBT d+3l (TC)1617~19 cs4~-17~-15-1~+1+2~+4s
BASIC MOVESBT d+4l1210s cs1~-11+3+3

To character select | Lidia / Lucky Chloe

 

43 Responses

  1. Would you be willing to add her punch parry, b1+3 or b2+4, and the frames when the parry works?

    1. It’s because the move has 5 active frames. The inline game data will list the startup as 22~26 frames. So if the opponent blocks it after 22 frames, it’s -2, but if it’s blocked after 26 frames it’s +2.
      This is not always possible to achieve by blocking on far distance, but you can get it if you perform the move while the oppoenent is techrolling to the side after a knockdown.

    1. In what context?
      If a move has startup 10~11 frames, it means that it is active in frame 10 and 11 after pressing a button.

  2. Hi there!
    Is there any tips or a link for players who Just heard about Frames for the very first time?
    I see your whole Frame list, looks so nice and professional, yet I don’t understand a bit of it =,(
    Any help would be appreciated =)

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