General Frame Data

Information listed here is taken from Tekken Zaibatsu and from various testing. Thank you to all who helped compile this!

Grounded Positions



Knockdown (KND)

Playdead (PLD)

Facedown (FCD)

Slide (SLD)

Get Up Kicks


INPUT RANGE DMG BLOCK HIT CH
KND 3 L 7 (10) -19 RC -7 (KND) RC KND RC
KND 4 m 12 (18) -18 -9 (KND) KND
PLD 3 L 7 -15 RC KND RC KND
PLD 4 m 10 -14 KND KND
FCD 3 L 7 (10) -17 RC +4 (PLD) RC PLD (KND) RC
FCD 4 m 10 (15) -14 -5 (KND) KND
SLD 3 L 7 (10) -19 RC -8 (PLD) RC PLD (KND) RC
SLD 4 m 10 (15) -19 -10 (KND) KND
KND d+3 l -22 RC -11 RC -11 RC
KND d+4 l -22 RC -11 RC -11 RC
FCD u,N+3 or
SLD u,N+3
char specific WS+3
FCD u,N+4 or
SLD u,N+4
char specific WS+4

Note: Damages for KND d+3_d+4 range from 3 to 7.

Rolling Sideways


INPUT RANGE DMG BLOCK HIT CH
KND 1 or d+1 sideroll
(sideroll) 3 KND 3
(sideroll) 4 KND 4
(sideroll) f_b KND roll
(sideroll) ~D FCD
FCD 1 or d+1 sideroll
(sideroll) 3 FCD 3
(sideroll) 4 FCD 4
(sideroll) f_b FCD roll
(sideroll) ~D KND
SLD 1 or d+1 sideroll
(sideroll) 3 SLD 3
(sideroll) 4 SLD 4
(sideroll) f_b SLD roll
(sideroll) ~D PLD
PLD 1 or d+1 sideroll
(sideroll) 3 PLD 3
(sideroll) 4 PLD 4
(sideroll) f_b PLD roll
(sideroll) ~D SLD

Note: For siderolling, 1 siderolls into the background while d+1 siderolls into the foreground. For most characters, you can sideroll from face up to face down (or vice versa) up to one time while on the ground.

Rolling Forward and Back


INPUT RANGE DMG BLOCK HIT CH
PLD roll 3 L 7 (10) -8 RC +5 (KND) RC KND RC
FCD roll 3 L 7 (10) -8 RC +5 (KND) RC KND RC
KND roll 3 L 7 (10) -19 RC -3 (KND) RC KND RC
SLD roll 3 L 7 (10) -19 RC -3 (KND) RC KND RC
PLD roll 4 m 10 (15) -15 -4 (KND) KND
FCD roll 4 m 10 (15) -15 -4 (KND) KND
KND roll 4 m 13 (19) -14 -5 (KND) KND
SLD roll 4 m 13 (19) -14 -5 (KND) KND
any grounded
roll N+3
char specific WS+3
any grounded
roll N+4
char specific WS+4

Note: Some characters will have their own special rolling attacks.

Rolling Dives and Lunges


INPUT RANGE DMG BLOCK HIT CH
KND f+1+2 m 15 +2 KND KND
KND b+1+2 m 15 +2 KND KND
KND b+3+4 m 20 -22 KND KND
KND b+3+4 (spring to dive)
(char specific)
m 20 +10 KND KND
KND b+3+4 (spiral to BT)
(char specific)
m 20 -29? BT KND BT KND BT

Note: Only Paul, Yoshimistu, Steve, Marduk do the special spring to dive get up. Only King, Roger Jr, Christie, Eddy, and Armor King do the special spiral get up to backturned.

Running Attacks


INPUT RANGE DMG BLOCK HIT CH
Running 3 (2 steps) m 30 +17 KND KND
Running 4 (3 steps) L 17 Char KND KND Char PLD KND Char PLD
Running 1+2 (3 steps) m 30 +0? KND KND
Running N (3 steps) m 5 Tackle Tackle Tackle
Running N (4 steps) m 30 KND KND KND
Running N (3 steps)
(Opponent Down)
L 14 +? PLD PLD

Note: Some characters will have special running 3’s, 4’s, and 1+2’s.

Backturned Attacks


INPUT RANGE DMG BLOCK HIT CH
BT 1 h 15 -8 +0? +0?
BT 2 h 15 -8 +0? +0?
BT 3 h 25 -8 KND KND
BT 4 h 25 -8 KND KND
BT d+1 l 10 +0? OC RC +? RC +? RC
BT d+2 l 10 +0? OC RC +? RC +? RC
BT d+3 l 12 -? OC RC +0? RC +0? RC
BT d+4 l 12 -? OC RC +0? RC +0? RC
BT u/f+1 m 12 -8 KND KND
BT u/f+2 M 18 -23 -12 OC -12 OC
BT u/f+3 m 25 -10? KND KND
BT u/f+4 m 21 -10? JG JG

Note: Some characters will have their own special backturned attacks.

Jumping Attacks


INPUT RANGE DMG BLOCK HIT CH
u/f+1 m 12 -8 +3 +3
u/f+2 or U/F,N+2 M 18 -23 -12 OC -12 OC
U/F,N+3 m 25 -19? CS KND
U/F,N+3 or u/f,N,d+3 L 15 -15 RC +? RC +? RC
U/F,N+4 m 25 -8? +0? KND
u/f,N+4 m 25 -10? JG JG
u/f,N,land RC RC RC

Note: Some characters will have their own special jumping attacks.

Techrolling


INPUT RESULT DMG BLOCK HIT CH
1 or 2 tech into background RC RC RC
3 or 4 tech into foreground RC RC RC
(from KND) ~f spring up 4 +? +0? +0?
(from SLD) ~f hop up
(from FCD) ~f hop up BT BT BT
(from KND) ~b roll back RC RC RC
(from SLD) ~b roll back RC RC RC
(from FCD) ~b roll back RC RC RC
(from PLD) ~b PLD roll
(rolling KND) ~D/B crouching recover RC RC RC

Escaping Regular Tackles


INPUT DMG ESCAPE RESULT
tackle 5 2 to escape initial tackle escapes tackle
tackle 5 1+2 before back hits ground your char ends on top
1,2,1,1,2 5,5,5,5,5 2 (1st hit), 2 (4th hit) escapes mount
2,1,2,2,1 5,5,5,5,5 1 (1st hit), 1 (4th hit) escapes mount
1,2,1,2,1 5,5,5,5,5 2 (1st hit), 1 (4th hit) escapes mount
2,1,2,1,2 5,5,5,5,5 1 (1st hit), 2 (4th hit) escapes mount
armbar 25 1+2,2,2,2
(as armbar starts)
escapes armbar
armbar 25 1+2,2,2,2,2,2
(before armbar starts)
reverses armbar
(character specfic)
leglock 25 1+2,1,1,1
(as leglock starts)
escapes leglock
leglock 25 1+2,1,1,1,1,1
(before leglock starts)
reverses leglock
(character specfic)

Note: Only Paul, King, Marduk can do the Armbar Reversal. Only King, Marduk, Nina can do the Leglock Reversal.

<< Back to T5DR FRAME DATA

21 Responses to General Frame Data

  1. Yates says:

    Wow, incredible! I’d actually gone through and done the getupkicks myself, but had nothing precise. Thanks for the update! (oh, btw, in your Ganryu section, 1+2,1+2 is listed as being -14. I’ve actually been d/f+2’d and i15 hopkicked here, and I think it might even be worse—i.e. possibly -16 to -17).

  2. n8nmonster says:

    checked the move, its -14. you were probably moving.. :X

  3. Yates says:

    Hmmmm, thanks. Dumb move 95% of the time, but that’s nice to know.

  4. MYK says:

    i thought armbar reversals was just 1,1,2

    im pretty sure it’s just 1,1,2 but then again
    i can’t say im 100% on this

  5. machbreaker says:

    Yates:

    all df2 and uf4_3 are not 15f, a part of them do come out at 14f when close enough

    MYK:

    i’m pretty sure 112 is paul and dragunov’s mount punch reversal

  6. Yates says:

    Apparently, according to two Japanese mooks, Paul’s d/f+2 is always 14, other “i15” d/f+2’s were listed at 14~15. Interesting indeed.

    There is a lot of questionable frame data from both sources (aside from what we are referencing), but I will trust no one until I test. Three solid sources with three different sets of data…obviously only one can be correct. When next I am around a PS3 that is not being used for tournament, I will test everything.

  7. Yates says:

    So here is what happened during testing. All 15 frame hopkicks and d/f+2’s punished Ganryu’s 1+2,1+2 consistently…no question, period. If you question whether or not those d/f+2’s are i14, you come inevitably to the conclusion that those same d/f+2’s and hopkicks do not punish any other “-14” in the game. (go on, test it). When you question even that, you realize that Ganryu’s d/f+4,1 (as well as many other i14 move) punishes every in-range -14 in the game. Also note that Ganryu cannot punish 1+2,1+2 with d+1+2 (i15), period. Funny thing is, those 1+2,1+2 punishes had no “iffyness” whatsoever about them—they always worked, period, but they didn’t work against other -14’s, where 14 frame moves DID. If you follow, you understand that the only conclusion that can be reached is that Namco are dicks.

  8. machbreaker says:

    or it could be that ganny’s 1+2,1+2 on block has the least push back of all -14f moves

  9. Yates says:

    We tried everything. Meaning every range, all manner of pushback with every -14 we could think of.

  10. machbreaker says:

    have you tried asuka’s b+1+4,4 yet?

  11. yates says:

    No, have you?

  12. MYK says:

    hmm was looking through this

    but PLD f3 is safe

    its definitely not -19 that’s for sure

  13. Yates says:

    The way things are going recently, though, I’ll bet you it’s punishable by like a “particular” 17 frame move! I’m exaggerating…but…seriously.

  14. jms says:

    hmm, i dont think knd 4 is -18. i think its more like -14.

  15. n8nmonster says:

    did some testing, added the following changes:

    Get Up Kicks

    knd 3 = -18 RC block, -7 (KND) RC hit, KND RC ch
    knd 4 = -18 block, -9 (KND) hit, KND ch

    pld 3 = -15 RC block, KND RC hit, KND ch
    pld 4 = -14 block, KND hit, KND ch

    fcd 3 = -17 RC block, +4 (PLD) RC hit, PLD (KND) RC ch
    fcd 4 = -14 block, -5 (KND) hit, KND ch

    sld 3 = -19 RC block, -8 (PLD) RC hit, PLD (KND) RC ch
    sld 4 = -19 block, -10 (KND) hit, KND ch

    Rolling Forward and Back

    pld roll 3 = -8 RC block, +5 (KND) RC hit, KND RC ch
    fcd roll 3 = -8 RC block, +5 (KND) RC hit, KND RC ch

    knd roll 3 = -19 RC block, -3 (KND) RC hit, KND RC ch
    sld roll 3 = -19 RC block, -3 (KND) RC hit, KND RC ch

    pld roll 4 = -15 block, -4 (KND) hit, KND ch
    fcd roll 4 = -15 block, -4 (KND) hit, KND ch

    knd roll 4 = -14 block, -5 (KND) hit, KND ch
    sld roll 4 = -14 block, -5 (KND) hit, KND ch

  16. Fhwoarang says:

    n8monster:

    «Rolling Forward and Back
    pld roll 3 = -8 RC block, +5 (KND) RC hit, KND RC ch»

    This doesn’t apply to Lei, right? It would be too good.

  17. n8nmonster says:

    haha nah, unfortunately no.

  18. MYK says:

    KND 3 is for sure -19.. Steve players know that for a fact.. cuz thats like one of the only times we get our slow ass 19f uf2 launcher

  19. jaguar says:

    does anybody know how many frames UF,4 is? delayed hopkick?

  20. n8nmonster says:

    myk,

    updated the knd 3 on block data. now sez -19.

    jaguar,

    u/f,N+4 is about 23 frames.

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