TK8_Lili_300

Lili T8 Frames

Tekken Docs Showcase 02

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To character select | Lidia / Nina

CommandHit levelDamageStart up frameBlock frameHit frameCounter hit frameNotes
2+3m[12;12]i16+1+2c* Heat Burst* RAB.2+3: i21 actual startup* Cancel to r45 with b,b on frame 42* 2 chip damage on block* 12 chip damage on hit* Only deals recoverable damage* Cannot cause a K.O.* Power crush 7~16
H.BT.2+3l,M,M,M15,5,5,20i16 i27~28 i6~8 i20~22-8+23a (+5)* Heat Smash* Homing* Balcony Break* 5 chip damage* High crush 4~?* Low crush 25~?
H.RAB.2m24i20-9+39d (-19)* Heat Engager* Heat Dash +5 +36a (+26) * Balcony Break* Partially consumes remaining Heat Time
H.RAB.3L22i20~21-13+24a+70a (+54)* Homing* Tornado on CH* Partially consumes remaining Heat time* High crush 6~
H.RAB.4m36i23~29+7~+13+20~26a (-6~+0)* Balcony Break* Partially consumes remaining Heat Time* Low crush 15~
H.b+3** Actionable after 48f* Stance moves can be buffered* Transition to r57 DEW with F* Partially restores remaining Heat Time* Low crush 38~50* Floating state 51~53
H.f,F+3+4m36i19~25+7~+13+20~26a (-6~+0)* Balcony Break* 16 chip damage on block* Partially consumes remaining Heat time* Low crush
H.2+3m,t55i16+7+0d* Heat Smash* Balcony Break* H.RAB.2+3: i21 actual startup* Transition to +14g DEW with F on block * 6 chip damage on block
R.df+1+2m,t55+i20-18+0d* Rage Art* Removes Recoverable Health* Reversal Break* Damage increases with lower health, maximum 82* Freezes match timer on activation and on hit* Restores recoverable health on hit* Transition to attack throw on hit* Consumes Rage* Power crush 8~
1h5i10+1+8Recovers 2f faster on hit or block (t27 r17)
1,1h, h5, 16i10, i20~21-6+4* Elbow* Jail from 1st attack with no delay* Combo from 1st hit with 5f delay* Move can be delayed 6f
1,1,3h, h, M5, 16, 17i10, ,i20~21-15+6d+25a* Combo from 2nd CH with 6f delay* Input can be delayed 6f* Move can be delayed 5f* Recovers 4f faster on hit* Steel pedal
1,2h, h5, 12i10, i12-3+8* Jail from 1st attack with 6f delay
1,2,3h, h, L5, 12, 13i10, ,i26-13-2+6c* Combo from 2nd CH* High crush 10~45
1,2,4h, h, m5, 12, 20i10, ,i29~34-9~-4+2a (-7)* Balcony Break* Input can be delayed 4f* Move can be delayed 3f* Powers up in Heat* Chip on block [6]* Low crush 22~42* Floating state 43~45
H.1,2,4h, h, m5, 12, 30i10, ,i29~34+5~+10+18~23a (-8~-3)* Balcony Break* 13 chip damage on block* Input can be delayed 4?f* Move can be delayed 3?f* Partially consumes remaining Heat time* Low crush 21?~41?* Floating state 42?~44?
2h8i10+0+8
2,3h, L8, 13i10, i26-13-2+6c* Combo from 1st hit* High crush 10~45
2,4h, h8, 20i10, i22~26-2~+2+24a (+15)* Balcony Break * Combo from 1st hit with 5f delay* Move can be delayed 10f
3m12i15~16-11-3
3,1m, m12, 20i15~16, i27~28-13+14d* Heat Engager * Heat Dash +5 +36a (+26)* Balcony Break* Combo from 1st hit* +11d on BT hit
3,2m, h12, 8i15~16, i27-5+2+10* Combo from 1st hit with 2f delay* Input can be delayed 2f* Move cannot be delayed* Enter DEW -2 +5 +14 r21 with F
3,2,3m, h, h12, 8, 22i15~16, ,i24~27-9~-6+13a (+4)* Balcony Break* Combo from 2nd CH with 4f delay* Input can be delayed 4f* Move cannot be delayed* Low crush 17~35* Floating state 36~38
4h16i12-4+7
1+2m26i12~13-12+20a (+10)* Balcony Break
3+4h,h10,20i23~24 i14~15-2+20a (+11)* Heat Engager * Heat Dash +5 +62a (+42)* Homing* Balcony Break* Jail from 1st attack* Chip damage on block [8]* Low crush 22~36* Floating state 37~39
H.3+4,3+4h,h,m,M10,10,15,20i23~24 i14~15 i36~38 i9~11+7+20d(-15)* Homing* Floor Break * Partially consumes remaining Heat time* Low crush 22?
H.3+4,3+4h,t45i23+7-3d* Homing* Floor Break * Partially consumes remaining Heat time* Low crush 22~
f+2h10i12~13-9-1
f+2,3h, m10, 20i12~13, i22~23-15+24a (+7)* Balcony Break* Combo from 1st hit with 4f delay* Move can be delayed 8f
f+3m26i20~22-3+17a (+8)+34d* Homing* Balcony Break* Knee
f+4m23i17-9+7+57a* Tornado* Balcony Break (airborne)* Wall Crush +19g on hit* Hit vs BT +12a (+3)
f+1+2m17i14~15-7+4c+12c* Floor Break
f+3+4m,M6,20i18~20 i11~13-9+1d* Floor Break* Jail from 1st attack* +12d on hit if the first kick whiffs* Low crush 11~27* Floating state 28~30
f+3+4,3m,M, M6,20, 20i18~20 i11~13, i30~33-8+23a* Floor Break* Combo from 1st hit* Input can be delayed 3f* Move cannot be delayed* Interrupt with i15 from 1st block
f+3+4,3,4m,M, M, M6,20, 20, 20i18~20 i11~13, ,i19~23-20+10 (+3)* Combo from 1st hit* Input can be delayed 12f* Move can be delayed 11f* Interrupt with i3 from 2nd block* Huge pushback on block, difficult to punish* Steel pedal* Low crush 19~43* Floating state 44~46
df+1m10i13-1+8
df+2m15i16~17-11+31a (+21)* Enter BT with b* Recovers 2f faster on hit* Launches crouching opponent
df+3m20i20~22+3c+8c+19a* Floor Break
df+4m12i13~14-8-2+5* Knee
df+4,4m, L12, 23i13~14, i20~21-13-2+8* Floor Break* Combo from 1st hit with 9f delay* Input can be delayed 13f* Move can be delayed 8f
df+3+4M14i24~29-4~+1+27a* Low crush 12~30
df+3+4,3+4M, m,m14, 5,20i24~29, i26~28 i5~6-7+2d* Floor Break* Combo from 1st hit* +25a on hit when only the last kick connects* Low crush 15~36* Floating state 37~39
d+1L10i18~19-11+0* Transition to FC with D* High crush 9~29
d+1,2L, h10, 8i18~19, i18-8+3+5* Combo from 1st hit with 4f delay* Move can be delayed 4f* Enter BT with B
d+1,2,4L, h, m10, 8, 24i18~19, ,i30~32-12+17a (+8)* Balcony Break* Combo from 2nd CH with 2f delay* Input can be delayed 9f* Move can be delayed 8f
d+2m16i16~17-7+1
d+2,2m, h16, 10i16~17, i17~18-10-4-2* Jail from 1st attack with 6f delay* Input can be delayed 13f* Move can be delayed 11f* Transition to r25 RAB (-7/-1/+1) with b+3 or b+4* Transition to BT (bug?) with perfect input b+3~4 (~+1/~+7/~+9)** Frame advantage depends on input
d+2,2,3m, h, h16, 10, 24i16~17, ,i25~27-3+23a (+14)* Balcony Break* Combo from 2nd CH with 1f delay* Move can be delayed 12f
d+2,2,4m, h, m16, 10, 24i16~17, ,i22-13+11d* Tornado* Balcony Break* Combo from 2nd CH with 4f delay* Move can be delayed 12f
d+3L14i19~20-12+1+5c
d+4l6i12-15-4* High crush 4~
d+1+2M25i20~21-13+13d* Balcony Break* Spike* Recovers 2f slower on block* Block advantage -9 on successful attack absorption, deals chip damage* Power crush 7~19
d+3+4m23i17~21-21+45a (+35)* Tornado* Evasive, can go under some mids and highs* Floating state 14~44
db+1sl5i10-5+6Transition to r24 with f* High crush 4~
db+2sl8i11-4+7* High crush 4~
db+3h22i19~22-9~-6+34d+46a* Balcony Break* High crush 6~18
db+4L20i30~31-24+76a (+60)* Homing* Snake Edge* Instant Tornado* Stagger on block* High crush 7~37
db+3+4L20i24~25-18+3d+33a* High crush 16~
b+1m16i17-8+2+8* Enter DEW -2 +8 +14 r22 with F
b+1,4m, m16, 22i17, i25~26-11+32a (+17)* Tornado* Combo from 1st hit with 5f delay* Input can be delayed 10f* Move can be delayed 9f
b+2h15i13-11+0
b+2,1h, m15, 13i13, i20~21-4+7+9* Elbow* Combo from 1st hit with 10f delay* Move can be delayed 12f* Enter BT -4 +7 +9 r22 with B* Enter DEW -4 +7 +9 r22 with F
b+2,1,1+2h, m, m15, 13, 27i13, ,i23~24-12+20a (+10)* Balcony Break* Combo from 2nd CH with 7f delay* Input can be delayed 7f* Move can be delayed 6f
b+3* Actionable after 20f* Stance duration 40f, cannot input moves on frame 26~* Stance moves can be buffered* Transition to r29? DEW with F* Low crush 12~22* Floating state 23~25
b+3** Actionable after 48f* Stance moves can be buffered* Transition to r57? DEW with F* Low crush 40~50* Floating state 51~53
b+1+2m28i23~24-12+29a (-7)* Balcony Break* Backswing blow* Hit vs BT +8 (-1)
b+1+4m!50i63~65+9a (-17)* Balcony Break* Low crush 56~76* Floating state 77~79
b+3+4* Actionable after 16f
u+3m20i22~23-16+25a (+15)* Enter DEW -13 +28a (+18) r31 with F* Low crush 16~33* Floating state 34~36
u+3,3m, m20, 15i22~23, i28-12+5c* Combo from 1st hit* Input can be delayed 13f* Move cannot be delayed* Enter DEW -3 +14c r21 with F* Low crush 22~48* Floating state 49~51
u+3,3,3+4m, m, m,m20, 15, 5,20i22~23, ,i27~29 i5~6-8+13d* Floor Break* Combo from 1st hit* Available only on hit or block* Low crush 1~27* Floating state 28~32
u+4m15i15~17-13+19a (+9)+33a (+23)* Balcony Break* Low crush 9~27* Floating state 28~30
u+1+2m28i18~19-9+17a (+8)* Strong Aerial Tailspin* Homing* Balcony Break* Move is delayed 10f, effective startup i28~29
u+1+2*m30i18~19+12g+17a (+8)* Strong Aerial Tailspin* Homing* Balcony Break* Move is delayed 33f, effective startup i51~52* 9 chip damage on block
u+1+2**m!50i18~19+16a (+7)* Strong Aerial Tailspin* Homing* Balcony Break* Move is delayed 56f, effective startup i74~75
u+3+4M18i36~39-8~-5+6d* Floor Break* Transitions to attack throw on standing hit when at range 1.65 or closer (+10 damage, +39a)* Low crush 5~37* Floating state 38~40
uf+1m21i16~18-9+9dFloor Break
uf+2m21i20~21-10+15a (+6)* Balcony Break* Has built-in sidestep to the left
uf+3m13i15~17-13~-11+30a (+20)* Recovers 3f faster on hit* Low crush 9~30* Floating state 31~33
uf+4M18i25~29-12~-8+1c~+5c* Enter BT -7~-3 +6c~+10c r28 with B* Low crush 9~29* Floating state 30~32
uf+4,3M, m18, 25i25~29, i24-9+15d+32d (+24)* Tornado* Balcony Break* Combo from 1st hit with 10f delay* Input can be delayed 13f* Move can be delayed 7f
uf+3+4m15i15~18-9~-6+2~+5* Knee* Low crush 9~29* Floating state 30~32
uf+3+4,3m, h15, 18i15~18, i13-4+14g (+18w)+20a (+10)* Balcony Break (CH)* Wall Crush +18g on hit* Combo from 1st hit with 12f delay* Input can be delayed 12f* Move cannot be delayed
uf+3+4,3+4m, m15, 23i15~18, i19~23-21+45a (+35)* Tornado* Input can be delayed 12f* Move cannot be delayed* Floating state 29~58
1+2+3+4* Can’t block for 5 seconds* CH state on your next attack for 5 seconds ”(Tekken 7 and prior games)”* 10% damage increase on the next attack for 5 seconds ”(Tekken 8 season 2 patch onward)”* Attacks taken will be CH for 5 seconds
f,F+2m20i16-13+21a* Balcony Break (airborne)
f,F+3m15i22-12+5c* Enter DEW -3 +14c r21 with F* Low crush 7~27* Floating state 28~30
f,F+3,3+4m, m,m15, 5,20i22, i27~29 i5~6-8+13d* Floor Break* Combo from 1st hit* Available only on hit or block* Floating state 1~3
f,F+4L23i22~23-12+4* Floor Break* Enter BT -6 +10g +10 r24 with B* Different stun animation on CH, but no change in frame advantage without BT entry
f,F+3+4m30i19~25-2~+4+4a (-5)* Balcony Break* Powers up in Heat* Chip damage on block [9]* Low crush 11~31* Floating state 32~34
qcf* Minimum 3f needed to enter (one for each directional, d can be buffered)* Stance moves available for 25 frames* Transition to FC with d,DF* Cancel to r32 RAB with b+3 or b+4* Cancel to SS with u
uf,n,4m20i23~25-13~-11+32a (+22)* Low crush 9~30* Floating state 31~33
f,f,F+3m30i23~30+3~+10+20a (+10)* Balcony Break* Chip damage on block [9]* Low crush 3~27* Floating state 28~30
f,f,F+1+2h,h9,16i13~14 i7~8+4+33d* Strong Aerial Tailspin* Balcony Break* Chip damage on block [4]
ws1m10i13~14-11+0
ws1,2m, h10, 16i13~14, i22~23-3+8* Combo from 1st hit with 1f delay* Move cannot be delayed* Enter DEW -1 +10g~+11g +10~11 r19 with F
ws1,2,4m, h, L10, 16, 20i13~14, ,i22~23-14+12a+43a* Combo from 2nd CH with 7f delay* Input can be delayed 11f* Move can be delayed 10f* High crush 13~51
ws2m17i16~18-12+39a (+29)* Enter BT with B* Recovers 1f faster on hit
ws3M26i15~16-21+62a (+46)* Tornado* Instant Tornado on hit* Floating state 12~39
ws3,4M, M26, 25i15~16, i44~47+4c~+7c+26d* Spike* Combo from 1st hit with 7f delay* Input can be delayed 7f* Move cannot be delayed, effective startup i51~54* Low crush 34~47* Floating state 48~50
ws4m18i11-9+20a (+13)Does not wall-splat
SS.3M20i16~17-9+35d (+27)* Balcony Break* Sidestep takes 9f, effective startup i25~26* Hit vs BT +15d
SS.4m18i20~21-4+4+64* Enter RAB -15 -7 +53a r36 with b+3 or b+4* Sidestep takes 9f, effective startup i29~30* High crush 6~12
SS.1+2m21i19~20+0+25a (+16)+64a* Balcony Break* Sidestep takes 9f, effective startup i28~29
FC.1sl5i10-5+6* Transition to r24 with f* High crush 1~
FC.2sl8i11-4+7* High crush 1~
FC.3L10i16-17-6* High crush 1~
FC.4l6i12-15-4* High crush 1~
FC.df+1m24i14~15-6+19a (+2)+34d (+26)* Balcony Break
FC.df+3L19i19-28-18~-9-2~+7+26a* Can be done from Crouch Level 1* High crush 10~47
FC.df+4m18i20~21-4+4+64* Can be done from Crouch Level 1* Enter RAB -15 -7 +53a r36 with b+3 or b+4* High crush 6~12
BT.1h8i8-8+3
BT.1,2h, M8, 20i8, i24~26-13+16a (-1)* Tornado* Balcony Break* Combo from 1st hit with 6f delay* Move can be delayed 10f* Low crush 27~39* Floating state 40~42
BT.1,4h, h8, 21i8, i22~24-5+10g* Heat Engager* Heat Dash +5 +43d (+34) * Balcony Break* Combo from 1st hit with 8f delay* Move can be delayed 10f
BT.2m22i14~16-13+8g* Balcony Break* Hit vs BT +15a (+6)* Block advantage -7 on successful attack absorption, deals 2 chip damage on block, becomes a Reversal Break* Power crush 6~13
BT.3m12i14~15-10+0* Homing* High crush 4~37
BT.3,4m, m12, 20i14~15, i30~33-12+39d (+31)* Balcony Break* Combo from 1st hit* Low crush 26~43* Floating state 44~46
BT.4m,M10,20i26~28 i21~22-7+11d* Floor Break* Combo from 1st hit* 2nd kick is delayed 6f, effective startup of 2nd hit i28~29* Floating state 13~48
BT.4,3+4m,M, M,M10,20, 5,10i26~28 i21~22, i28~29 i8~10-10~-8-1d* Floor Break* Combo from 1st hit* +21a on hit when only the last kick connects* Input can be delayed 1f* Move cannot be delayed* Floating state 15~32
BT.1+2m,m5,20i13~14 i3~4-11c+16a* Floor Break
BT.3+4M24i29~32+2~+5+7c~+10c* Spike* Chip on block [9]* Evasive, can jump over some mids* Low crush 5~31* Floating state 32~34
BT.b+3* Actionable after 20f* Stance duration 40f, cannot input moves on frame 26~* Stance moves can be buffered* Transition to r29? DEW with F* Low crush 12~22* Floating state 23~25
BT.d+2L17i16-12+5c+14d* High crush 4~
BT.d+3L8i17~19-17-1+2c* High crush 4~40
BT.d+3,4L, m8, 20i17~19, i22~24-13+27a (+12)* Combo from 1st CH
BT.d+4L9i14-11+1* High crush 4~
BT.d+3+4L25i20~22-26+19a* Transition to t63 r41 with F (cs8~46)* Stagger on block* High crush 8~41
DEW.1m12i15~16-9-4+2* Elbow
DEW.1,2m, m12, 20i15~16, i23~24-14+20a (+10)+54a* Balcony Break* Combo from 1st hit with 3f delay* Move can be delayed 18f* Cancel to BT -14 -9 -3 r35 with B
DEW.1,4m, m12, 26i15~16, i25~31-9+2a (-7)* Balcony Break* Combo from 1st CH with 7f delay* Input can be delayed 12f* Move can be delayed 10f* Chip damage on block [7]* Power up in Heat* Low crush 19~39* Floating state 40~42
H.DEW.1,4m, m12, 30i15~16, i25~31+7~+13+20~26a (-6~+0)* Balcony Break* Combos from 1st hit CH* 16 chip damage on block * Partially consumes remaining Heat time* Low crush 17~
DEW.2m13i14-9+0* Homing
DEW.2,1m, m13, 20i14, i22~23-13+17d* Heat Engager* Heat Dash +5 +67a (+50)* Balcony Break* Spike* Combo from 1st hit with 9f delay* Input can be delayed 14f* Move can be delayed 10f
DEW.3M28i17~18-11+20a (+3)* Tornado* Balcony Break
DEW.1+2m28i16~17-11+17g* Tornado* Balcony Break* Opponent recovers crouching on hit* Block advantage -7 on successful attack absorption, deals chip damage* Hit vs BT +12a (+3)* Power crush 6~15
DEW.3+4h,h6,19i12~14 i5~6+6+17g* Strong Aerial Tailspin* Balcony Break* Jail from 1st attack* Enter RAB +0 +11 r31 with b+3 or b+4* Hit vs BT +24a (+15)* Low crush 12~22* Floating state 23~25
RAB.2m20i20~21-9+13d* Heat Engager* Heat Dash +5 +36a (+26)* Balcony Break* Powered up during Heat: 24 damage
RAB.3L20i20~21-13+3c+70a (+54)* Homing* Instant Tornado on CH* Powered up during Heat: 22 damage and KND on normal hit* High crush 6~
RAB.4m24i23~29-2~+4+4a (-5)* Balcony Break* Chip damage on block [9]* Powered up during Heat* Low crush 15~36* Floating state 37~39
(Wall Splat).1+3t39+0d* Unbreakable* Wall throw
1+3t35i12~14-3+0d* Homing* Floor Break* Throw break 1 or 2* Becomes a wall throw on a wall-splatted opponent
2+4t35i12~14-3+0d* Throw break 1 or 2* Side switch on hit* Becomes a wall throw on a wall-splatted opponent
Back Throwt60+1dUnbreakable
Left Throwt42-3+0d* Throw break 1* Can side switch on hit
Right Throwt43-3+1d* Throw break 2* Side switch on hit
b+1+3t25+1d* Punch parry (high and mid)* Side switch on successful parry* Parry state 5~15
uf+1+2t40i12-3+1d* Throw break 1+2* Becomes a wall throw on a wall-splatted opponent

To character select | Lidia / Nina

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