LIDIA SOBIESKA:DATA

MOVE LIST & FRAME DATA Ver.4.20

The patch notes before Ver.4.20 are included in "Old Patch Notes" of 【Notes】.
The patch notes of Ver.4.20 are changed the letter color in 【Notes】.
【Command】
The arrow shaped mark painted () means input over 2F.
The notation like 【】 means "Slide Input". Input rapidly.
"J" means "Just Input". Match the timing Direction Input and Attack Input.
FC:Full Crouching WS:While Standing BT:Back Toward SS:Side Step
【Hit Level】
H:High M:Middle L:Low SM:Special Middle Th:Throw
UB:Unblockable SP:Special Move

The values of "start-up", "block", "NH", "CH" or "total" mean "frame"(60fps).
【start-up】 It means the frame until the attack touches the enemy (including the touch timing).
In the case of Advance Input is unavailable, the fastest impact frame after the recovery of attack or block is not equals the start-up frame. Check Notes.
"Meaty" means the continuation of the attack frames.
【block】 The difference values of frame after Block.
【NH】 The difference values of frame after NH.
【CH】 The difference values of frame after CH.
Prefix "+" means the advantage of the attacker. "-" means the disadvantage of the attacker.
Suffix G means enabled block (Guard). And the defense can crouch against High Level attack.
C means force to Crouching.
B means force Back Toward.
Sd means force Side toward.
A means half launch.
Sp means Spin state enabled block and force crumble state close to wall.
"KDN" means Knock Down. "LNC" means Launch.
If the CH effect is different from NH, remarked *.
【total】 It means Total Frame (start-up frame and recovery frame).
【Notes】
H Horming TS Tail Spin PC Power Crush
WB Wall Bounds C enable cancel by Special Move
TC Tech Crouching Status TJ Tech Jumping Status
The suffix value of icons means the start-up frame of system status.
【Throws】 The position after throw RS:Reverse Position CW:Clockwise CCW:Counter-clockwise
【10 Hit Combo】 The same background-color(purple or green) nearby cells mean combo.

Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
High Jab

H / 7
10F +1 +8 +8 27
High Jab to Mid Four-Finger Jab

H,M / 7,17
-11 +5 KDN Combo from 1st hit.
Can be delayed.
Flurry

H,H / 7,8
-2 +5 +5 Combo from 1st hit.
Flurry to Mid Chaser to Cat Foot Stance Ⅱ

H,H,M,SP / 7,8,10
-10 +8 +8 Combo from 1st hit.
Shift to Cat Foot Stance Ⅱ when hit.
Flurry to Gale Kick

H,H,H / 7,8,27
-6 KDN KDN TSTJ
Flurry to Low Right Kick

H,H,L / 7,8,15
-13 +3 KDN
Flurry to Low Right Kick to Triangle Kick

H,H,L,H / 7,8,15,20
+6C KDN KDN TS
Forced to crouching.
Whiff 25F.
High Jab to High Right Kick

H,H / 7,17
-8 +1 +1 Combo from 1st hit.
High Right Reverse Jab

H / 10
10F ±0 +6 +6
10 Hit Combo (2)

H,H / 10,10
-10 +1 +1 Combo from 1st hit.
10 Hit Combo (3)

H,H,H / 10,10,15
-9 +2 +2 TS
High Right Reverse Jab to Mid Right Front Kick

H,M / 10,13
-8 +8 +8 Combo from 1st hit.
Gankaku (1)

H / 10
17F -7 +9 +9 (Ver.4.20)- Couldn't perform move while running. Now fixed.
Gankaku

H,H / 10,12(14)
+2 KDN KDN Combo from 1st hit.
Damage () is when just input.
Whiff 20F.
(Ver.4.20)- Changed the damage from 14 to 12. ※ Changed the damage when command was input at the precise timing (just frame) from 16 to 14.
- Increased the recovery when the attack missed by 4F. Since the damage of the aerial combo was too high, reduced the damage. Increased the recovery when the move missed because even when an opponent ducked, they were unable to successfully attack in time.
High Right Roundhouse Kick

H / 17
13F -8 +1 +1A
High Right Roundhouse Kick to High Reverse Thrust

H,H / 17,11
-2 +7 +7 Combo from 1st CH.
High Right Roundhouse Kick to Jumping Back Spin Kick

H,M / 17,23
-10 +8Sp +8Sp TSTJ
Combo from 1st CH.
Meaty 1F.
Heian Shodan (Level 1)

M / 20
31F -9 KDN KDN Direct start-up 11F.
Heian Shodan (Level 2)
hold
M / 25
36F -5 KDN KDN Start-up from 35 to 64F.
Heian Shodan (Level 3)
hold (max)
M / 30
65F +17G KDN KDN Direct start-up 11F.
Heian Shodan (cancel) to Step In
hold
SP / -
15
Heian Shodan (cancel) to Back Step
hold
SP / -
25
Horned Lark (1)

H / 10
12F -5 +6 +6 (Ver.4.20)- Increased pushback to reduce the possibility of of characters passing through each other when they collide.
Horned Lark

H,H / 10,23
-13 KDN KDN Combo from 1st hit.
Jumping Mid Front Kick

M / 17
17F -9 +4 +4 TJ6-19F
Meaty 2F.
(Ver.4.20)- Changed the opponent's behavior on hit. Since the jump status was fast and low risk, changed so that the hit would not knock down the opponent.
Kusanku Double Kick (1)

M / 17
17F -4 +1 +1
Kusanku Double Kick

M,M / 17,15
-10 ±0 ±0 TJ
Combo from 1st hit.
Kusanku Double Kick to Uraken-uchi

M,M,M / 17,15,28
-12 KDN KDN Combo from 2nd CH.
Kusanku Double Kick to Jumping Back Roundhouse Kick

M,M,H / 17,15,23
-2 KDN KDN* TSTJ
Combo from 2nd CH.
Political Storm (2)

H,M / 5,4
14F -8 +3 +3
Political Storm (3)

H,M,M / 5,4,5
-10 +1 +1 Combo from 1st hit.
Political Storm (4)

H,M,M,M / 5,4,5,4
-10 +1 +1 Combo from 1st hit.
Political Storm

H,M,M,M,M / 5,4,5,4,23
-15 KDN KDN Combo from 1st hit.
(Ver.4.20)- Changed the frame advantage when blocked from -14F to -15F.
- Distance to the opponent when blocked closer. Shortened the distance when blocked and increased the frame disadvantage because it was a low risk move with long reach that can performed while checking theopponent's action.
Mid Left Hook Thrust

M / 13
13F -5 +2 +2 37
Mid Left Hook Thrust to Reverse Chop

M,H / 13,10
-3 +8 +8 Combo from 1st hit.
Mid Left Hook Thrust to Mid Left Sidekick

M,M / 13,17
-13 KDN KDN Combo from 1st CH.
Can be delayed.
(Ver.4.20)- Changed the damage from 20 to 17. Since the damage of the aerial combo was too high, reduced the damage.
Shadowless Fist to Cat Foot Stance Ⅱ

M,SP / 17
15F -6 +12 KDN 44 Shift to Cat Foot Stance Ⅱ when hit.
Mid Left Knee

M / 15
14F -8 +5 +5 44
Mid Left Knee to Mid Right Sidekick

M,M / 15,20
-12 KDN KDN Combo from 1st CH.
Majority Rules (1)

H / 13
32F -3 +5 +5
Majority Rules

H,H / 13,20
+7 KDN KDN Combo from 1st hit.
Crescent Kick

M / 16
15F -4 +4 +6 41
Crescent Kick to High Elbow Strike

M,H / 16,25
+1 KDN KDN Combo from 1st CH.
Crescent Kick to Jumping Spinning Back Kick

M,M / 16,23
-10 +8Sp +8Sp TSTJ
Combo from 1st CH.
Meaty 1F.
Triangle Kick

H / 27
24F +6C KDN KDN TS
Gyre

Parry (H/M),M / 21
23F -2 +7 +7 46 Right Punch Parry (H/M) during 2 to 17F.
(Ver.4.20)- Changed the damage from 24 to 21. Since the damage of the aerial combo was too high, reduced the damage.
Vortex
when parrying a right punch
Parry (H/M),M,H / 21,29(31)
KDN KDN Damage () is upon just input.
Tourbillion

M / 25
22F -12 +9Sp +9Sp TSPC8F
Shop

M / 20
19F +2C +8C +8C Forced to crouching.
Meaty 1F.
Crouch Straight

SM / 8
11F -4 +7 +7 TC4F
Returns to crouching.
Kansetsu-geri

L / 9
15F -14 -3 -3
Kansetsu-geri to High Left Jab

L,H / 9,8
+4 +9 +9 Combo from 1st CH.
Kansetsu-geri to Back Spin Kick

L,H / 9,21
-3 +6 +6 HTS
(Ver.4.20)- When the 1st attack was successful, the opponent was unable to evade the 2nd attack even when crouching before the 2nd attack. This is now fixed.
Kansetsu-geri to Back Spin Kick to Crouching Tiger, Rising Dragon (3)

L,H,L / 9,21,13
-26 KDN KDN TC
Combo from 2nd hit.
Kansetsu-geri to Back Spin Kick to Crouching Tiger, Rising Dragon

L,H,L,M / 9,21,13,25
-14 KDN KDN TJ
Returns to crouching.
Meaty 1F.
Crouch Chin Kick

L / 7
12F -13 -2 -2 TC4F
Returns to crouching.
Crouch Jab

SM / 5
10F -5 +6 +6 TC4F
Returns to crouching.
Returns to standing when input .
Lame Duck

L / 14
18F -14 -1 +12G TC6F
Returns to crouching.
Meaty 1F.
(Ver.4.20)- Changed the damage from 17 to 14. Since it has crouch status, and the start up was fast, we reduced the damage.
Red Tape (1)

L / 13
16F -26 -2 -2
Red Tape (1) (clean hit)

L / 19
16F -26 +3 +3
Red Tape
during a clean hit from the front
L,Th / 19,18
Th Th Combo from 1st hit.
Low Right Roundhouse Kick

L / 17
22F -13 +1 KDN
Iron Lady

M / 25
20F -14 KDN KDN WBPC8F
For the People

Absorbs(L),M / 21
22F -3 +6 +6 46 Parry (L) during 2 to 13F.
(Ver.4.20)- Changed the damage from 22 to 21. Since the damage of the aerial combo was too high, reduced the damage.
For the Nation
when parrying a low attack
Absorbs(L),M,H / 21,21
KDN KDN
High Left Hook Thrust

H / 13
11F -7 +4 +4
High Left Hook Thrust to Neck Chop

H,M / 13,15
-10 +5C +5C Combo from 1st hit.
Ruling Party

H / 14
13F -5 +6 +6
Ruling Party to High Left Reverse Jab

H,H / 14,15
-6 +5 +5 Combo from 1st hit.
Ruling Party to Crushing Left Knee

H,M / 14,17
-9 +4 KDN Combo from 1st CH.
Birds of Prey (1)

M / 16
17F -7 +4 +4 43
Birds of Prey

M,M / 16,10
-11 +5 +14 Combo from 1st hit.
Birds and Beasts (2)

M,H / 16,18
-9 ±0 ±0 Combo from 1st hit.
Birds and Beasts

M,H,M / 16,18,19
-5 KDN KDN Combo from 2nd CH.
Can be delayed 17F.
Combo can be delayed 8F from 2nd CH.
Birds and Beasts (just)
just
M,H,M / 16,18,23
-5 KDN KDN
Back Spin Kick

H / 21
16F -3 +6 +6 HTS
Back Spin Kick to Crouching Tiger, Rising Dragon (2)

H,L / 21,13
-26 KDN KDN TC
Combo from 1st hit.
Back Spin Kick to Crouching Tiger, Rising Dragon

H,L,M / 21,13,25
-14 KDN KDN TJ
Returns to crouching.
Valley Breeze

M / 14
16F -8 +6 +6
Counter Reverse Strike

Absorbs Punch(H/M),UB(M) / 35
60F KDN KDN KDN Punch Parry (H/M) during 2 to 25F.
(Ver.4.20)- When successfully parrying a punch, the move unnaturally missed the opponent even when they were not doing anything. This is now fixed.
Include Command
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Spring Mist

M / 25
19F -12 KDN KDN
Jumping Knuckle
or
M / 12
18F -12 -1 -1 TJ9F
Hook
or or
H / 17
15F -12 +9 +9
Jumping Side Kick

M / 25
21F -17 KDN KDN TJ9F
Willow Branch
or or BT
M / 20
25F -7 +4C KDN TJ11F
Meaty 2F.
Rising Toe Kick

M / 11
15F -19 -8 -8 TJ9F
Cleaving Spirit to Cat Foot Stance Ⅱ
or
M,H,SP / 13,23
15F -13 KDN KDN 48 TSTJ9F
Shift to Cat Foot Stance Ⅱ when hit.
(Ver.4.20)- Increased recovery when blocked by 2F for both players. Since the recovery was short, it was difficult to counter attack, so slowed down the pace.
Delay Rising Toe Kick

M / 25
23F -11 LNC LNC TJ9F
More Than One Command
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Lightning Thrust to Cat Foot Stance Ⅰ

M,SP / 20
13F -2 +15 +15 39 Disable advanced input.
Start-up 14F in actualy.
Shift to Cat Foot Stance Ⅰ when hit.
Flying Forward Kick

M / 21
19F -14 LNC LNC TJ11F
Disable advanced input.
Start-up 20F in actualy.
Mid Right Roundhouse Kick

M / 21
15F -3 +7 +7 40 Disable advanced input.
Start-up 16F in actualy.
Rapture

H / 21
32F +8 KDN KDN Disable advanced input.
Start-up 33F in actualy.
White Whale

M / 23(34)
15F -13 KDN KDN Disable advanced input.
Start-up 16F in actualy.
Damage () is upon clean hit.
Flying Blade

M / 22
19F -8 KDN KDN TJ10F
Disable advanced input.
Start-up 20F in actualy.
Meaty 2F.
Blossom Fury (1)

M / 14
16F -8 ±0 ±0
Blossom Fury (2)

M,M / 14,17
-14 -1 -1 Combo from 1st CH.
Blossom Fury

M,M,M / 14,17,25
-16 KDN KDN Combo from 2nd hit.
Can be delayed 14F.
Combo can be delayed 12F from 2nd hit.
Blossom Fury ()

M,M,M / 14,17,30
-16 KDN KDN
Swift High Jab

H / 24
13F +7 KDN KDN 44 Meaty 2F
Full Crouch
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Crouch Jab
FC
SM / 5
10F -5 +6 +6 TC
Returns to crouching.
Returns to standing when input .
Crouch Straight
FC or
SM / 8
11F -4 +7 +7 TC
Returns to crouching.
Crouch Spin Kick
FC or
L / 12
16F -17 -3 -3 TC
Returns to crouching.
Crouch Chin Kick
FC
L / 10
12F -15 -4 -4 TC
Returns to crouching.
White-tailed Eagle (1)
WS
M / 12
13F -3 +4 +4
White-tailed Eagle
WS
M,H / 12,18
-5 +6 +6 Combo from 1st hit.
Wild Eagle
WS
M,M / 12,20
-12 KDN KDN Combo from 1st hit.
Upward Thrust
WS
M / 15
15F -12 LNC LNC (Ver.4.20)- The attack sometimes hit the opponent even when the opponent was behind her. Reduced the attack hit range.
Izumo (1)
WS
M / 15
14F -8 +3 +3
Izumo
WS
M,M / 15,23
-13 KDN KDN WB
Combo from 1st hit.
Forward Kick
WS
M / 13
11F -4 +7 +7
Forward Kick to High Jab
WS
M,H / 13,12
-6 +8 +8 Combo from 1st hit.
Flash Elbow
FC
M / 28
12F -14 KDN KDN
Odd-tooth Snake
FC
L / 20
20F -26 KDN KDN TC
Returns to crouching.
Others
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Monkey Strike
SS
M / 18
18F ±0C +5C KDN
Evasive High Right Back Kick
SS
H / 21
16F -6 KDN KDN 43 TS
Veto
While enemy is down
L / 27
23F -13 -7C -7C
Bow
or BT
SP / -
50
Charge
or BT
SP / -
55 Shift to charging.
Wall Jump Attack
with back against wall
M / 21
36F ±0C KDN KDN Disable advanced input.
Air status 5F.
Invinciblity during 8 to 13F.
Spin Knuckle Jab
BT or
H / 15
8F -8 +3 +3
Spin Kick
BT or
H / 18
10F -8 KDN KDN
Crouch Spin Knuckle
BT or
SM / 10
10F -2 +9 +9 TC1F
Returns to crouching.
Crouch Spin Kick
BT or
L / 12
10F -11 +3 +3 TC1F
Returns to crouching.
Cat Foot Stance Ⅰ(CFSⅠ)
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Cat Foot Stance Ⅰ

SP / -
44 Cost 20F.
Sashi-te
CFSⅠ
H / 22
19F +4 KDN KDN
Mid Chop
CFSⅠ
M / 17
17F -10 +4 KDN (Ver.4.20)- Changed the frame advantage when blocked from -9F to -10F. Since the move was safe on block but lead to a combo on counter hit, there wasn't much motivation to use other moves from the stance. Move is now punishableon block.
High Left Reverse Roundhouse Kick
CFSⅠ
H / 28
26F -1Sd KDN KDN TS
Muramasa
CFSⅠ
M / 20
28F +8C KDN LNC
Heaven and Earth (H&E)
CFSⅠ ☆
SP / -
43 Cost 20F.
Magpie Strike
H&E
M / 17
16F -6 KDN KDN (Ver.4.20)- Changed the damage from 21 to 17. Since the damage of the aerial combo was too high, reduced the damage.
Low Chop
H&E
L / 25
20F -13 +4C KDN TC8F
Returns to crouching.
Morote-zuki
H&E
H / 25
16F +14 KDN KDN 45 (Ver.4.20)- Can now be reversed.
- Increased recovery when the move whiffs by 3F. Increased the recovery when the move missed because even when an opponent ducked, they were unable to successfully attack in time.
Cat Foot Stance Ⅱ(CFSⅡ)
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Cat Foot Stance Ⅱ

SP / -
44 Cost 20F.
Mid Left Jab
CFSⅡ
M / 27
20F -9 KDN KDN
Enlightenment (1)
CFSⅡ
H / 17
14F -9 +2 +2
Enlightenment (2)
CFSⅡ
H,M / 17,15
-6 +5 +5 Combo from 1st hit.
Enlightenment
CFSⅡ
H,M,M / 17,15,25
-7 KDN KDN WB
Combo from 2nd CH.
High Left Reverse Hook Kick
CFSⅡ
H / 23
13F -4 +11Sp KDN TS
Crouching Tiger, Rising Dragon (1)
CFSⅡ
L / 10
19F -26 KDN KDN TC11F
Crouching Tiger, Rising Dragon
CFSⅡ
L,M / 10,25
-14 KDN KDN TJ
Returns to crouching.
Gojushiho
CFSⅡ
M / 25
17F -10 KDN KDN
Pouncing Tiger, Stalking Wolf (PTSW)
CFSⅡ ☆
SP / -
45 Cost 19F.
Bassai-zuki
PTSW
M / 30(45)
22F +6 KDN KDN Damage () is upon clean hit.
Jion Upward Thrust
PTSW
M / 22
15F -7 KDN KDN (Ver.4.20)- Changed the damage from 25 to 22. Since the damage of the aerial combo was too high, reduced the damage.
Mid Left Kick
PTSW
M / 19
17F -6 +4 +4
Mid Left Kick to Nimble Thrust
PTSW
M,M / 19,21
-6 +9 KDN Combo from 1st hit.
Pale Rain
PTSW
L / 23
20F -12 KDN KDN*
Vacuity
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Vacuity
CFSⅠ or CFSⅡ ☆
SP / -
40 TJ11F
Vacuity to Swift High Jab
CFSⅠ or CFSⅡ ☆
SP,UB(H) / 45
46F KDN KDN KDN Cost 30F & Start-up 16F.
Rage Art
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Rage Art
During Rage
M,Th / 10,45
20F -22 Th Th Guard Point 8F.
Rage Drive
Move Name
Command
Hit Level / Damage
start
-up
blockNHCHtotalNotes
Rage Drive 1
During Rage
M,Th / 16,14
13F +15G Th Th TS
Disable advanced input.
Start-up 14F in actualy.
(Ver.4.20)- Changed the frame advantage when blocked from +27F to +15F. Reduced the frame advantage when blocked because the attack was too powerful.
Rage Drive 2
During Rage & PTSW
L,M / 12,20
-12C LNC LNC Special effect when approach mid-air enemy.

Throws
Move Name
Command
Hit Level / Damage
start
-up
Aftr ThrwBrk ThrwtotalNotes
Moonlit Frost

Th(H) / 35
12F ±0F or
-3F
Long Range Throw.
Parched Valley

Th(H) / 35
12F RP
Head-sd.
Face-up.
or
-6F
Long Range Throw.
Floor Break.
Moonlit Frost
Approach from left side
Th(H) / 40
±0F
-3F
Parched Valley
Approach from right side
Th(H) / 40
RP
Head-sd.
Face-up.

-3F
Smear Campaign
Approach from behind
Th(H) / 50
Foot-sd.
Face-down.
disable
Trifecta
or BT
Th(H) / 40
12F Foot-sd.
Face-up.

-6F
Wall Stun.
Upper Parry
or
Absorbs Punch(H/M) / -
35 Punch Parry (H/M) during 2 to 10F.
Law of the Land (1)
After Upper Parry succeeds
H / 9
+8F -13F upon block.
Law of the Land (2)
After Upper Parry succeeds
H,H / 9,9
+8F Combo from 1st hit.
Can be delayed.
-13F upon block.
Law of the Land
After Upper Parry succeeds during hit
H,H,H / 9,9,20(22)
KND Combo from 1st hit.
Can be delayed.
Damage () is when just input.
-13F upon block.
10 Hit Combo
CommandTail Spin upon 3rd hit.
Hit LevelHHHLMHHMMM
Damage10101555885427
hit+6+1+2-4-6-17-14-9-10KDN
block±0-10-9-15-16-28-25-20-21-22