Tekken 5: Dark Resurrection/Lili Rochefort/Move List

From SuperCombo Wiki
All frame data was gathered from the PSP version of the game (using the practice setting "Hit analysis" and running the game at 1 FPS). Move list was taken from: https://sdtekken.com/t5dr/lili-frame-data
Command Hit level Damage Startup (impact frames) Block Hit Counter hit Recovery Total Notes Function
1 h 5 10 +1 +4 +4 18 28 No f+1 variant (like Heihachi) Poke
1,2 h 10 12 0 +7 +7 18 40 1 jails Poke, Punish
1,2,3 l 10 25 -17 -6 +3 36 83
1,2,4 m 25 29 -7 KND KND 47 98 4 is interruptible / steppable to both sides
2 h 10 10 0 +8 +8 19
2,3 l
2,4 h 24 22 0 KND KND 4 is duckable Punish
1+2 m 21 12 -11 KND KND Punish
3+4 m 33 37 -6 JG JG 31
3+4 (far) m 10 36 -7 KND KND 32
f+2 h 18 16 +3 +3 (hit analysis shows -18) +8 Plus frames, Frame trap
f+2,1+2 m 26 25 -10 KND KND CH confirmable?
f+3 m 30 20 -10 KND KND Tracks left
f+4 h 25 19 +5 KND KND Plus frames
f+1+2 m 21
f+3+4 m,m 21 18 -6 KND KND
f+3+4~3 m,m 27 37~38 -7 KND KND
(f+3+4)~3 m,m 27 37~38 -7 JG JG If f+3+4 whiffs and only 3 hits
f+3+4~3,4 m 41 21 -22 (-20 if f+3+4~3 whiffs) KND KND Pushback on block, Multiple active frames (maybe 3?)
d/f+1 m 15 13 +1 +7 +7 23 36 Poke
d/f+2 m 13 16 -7 JG JG 29 45 Launches crouched opponents Punish
d/f+3 m 23 20 -3c +8c JG Opponent recovers crouching
d/f+4 m 18 15 -7 +5 +5
d/f+4,4 l 21 26 -21 -2c KND Opponent recovers crouching
d/f+3+4 m 21 24 -3 JG JG Into Backturned stance (BT)
d/f+3+4,3+4 m,m 21 34 -3 KND KND Into Backturned stance (BT)
d+1 l 10 18 -11 0 (hit analysis show -14) 0 30 48 Poke, High crushes, Jails immediate crouch, but not attack, delayed crouch is possible too
d+1,2 h 8 19 -1 +7 +7 2 is duckable / blockable (even if d+1 hit) Poke
d+1,2,4 m 28 31 -15 KND KND
d+2 m 18 16 -7 -1 -1 d+2 jails
d+2,2 h 10 20 -10 -2 -2 Second 2 is not duckable
d+2,2,3 h 21 26 -2 KND KND 3 is duckable
d+2,2,4 m 22 23 -17 KND KND Pushback on block
d+3 l 12 16 -17 -3 -3 33 49 High crushes, Leaves player crouching Poke
d+4 l 7 12 -13 -2 (hit analysis shows -23) -2 32 44 High crushes?, Leaves player crouching Poke
d+3+4 m 23 17 -18 JG JG Punish
d/b+1 sm 5 10 -5 +6 (hit analysis shows -15) +6 24 34 High crushes, Leaves player crouching Interruption
d/b+3 l 20 KND KND
d/b+4 l 23 JG
b+1 m 21 17 +3 0 JG Opponent recovers crouching? Plus frames
b+2 h
b+2,1 h 1 is duckable
b+2,1~b Into Backturned stance (BT)
b+3 h
b+4 Feisty rabbit stance (FR)
b+4~f Feisty rabbit stance (FR) into Dew glide stance (DEW)
b+4~3 l
b+4~4 m
b+1+2 m
b+1+4 m 60 Unblockable
b+3+4 Backturned Stance (BT)
u+3 or u/f+3 m 15 15 -12 JG JG 31 46 Punish
u+3+4 or u/f+3+4 m
u+3+4,3+4 or u/f+3+4,3+4 m
u/f+4 m
u/f+4,3 m
f,f+2 m 28 17 -11 CS CS
f,f+3 m
f,f+3,3+4 m,m
f,f+4 l 21 21 -11 -21 (odd) +15g Opponent can guard on CH Plus frames
f,f+3+4 m
QCF Dew glide stance (DEW)
DEW 1 m 18 15 -12 JG JG
DEW 2 m 24 16 -6 +9 CS Pushback on block
WS+1 m 12 JG
WS+2 m 18 18 JG JG
WS+3 or DEW 3 m 21 KND KND
(WS+3,)4 m 25 JG JG If WS+3 whiffs and only 4 hits
WS+3,4 m 17
WS+4 or DEW 4 m Poke
FC,d/f+3 or d,d/f+3 l 16 JG
FC,d/f+3 (far) or d,d/f+3 (far) l 16 JG
SS+3 m 17 JG JG
SS+1+2 m
BT 4 m,m Into Backturned stance (BT)
BT 4,3+4 m,m Into Backturned stance (BT)
BT 1+2 m,m 31 KND KND
BT 3+4 m 33 JG JG Into Backturned stance (BT)
BT 3+4 (far) m 10 KND KND Into Backturned stance (BT)
BT d+3 l
BT d+3,4 l,m 19 KND KND
BT d+3+4 l 22 JG JG Into Backturned stance (BT)
BT d+3+4~f l 22 JG JG Into Forward stance