Lei Fei frame data

Source - 1/60sec http://www.dcn.ne.jp/~kazu68k/ft_a/lei_fta.html
Author - Anbura
Translation - Noodalls

From normal stance
uP+K+G 10
dP+K+G 8
dbP+K+G 17

From Dokuritsu
dP+K+G6
bP+K+G 18
dbP+K+G 12

From Hai
uP+K+G 8
bP+K+G 16
dbP+K+G 27

From Nehan
uP+K+G 16
dP+K+G 15

From bokutai
uP+K+G 8
dbP+K+G27

Stance cancels
Dokuritsu - 13
Hai - 13
Nehan - 25
Koko - 15

Atemi
From normal 10
From Haishiki 8
From nehan 17

ffP - frames are greater for mC than MC

Kd If you allow the Bokutai to animate fully, it will have crouching property between frames 32-55 (and then standing frames from 56-80) However, if you execute a move in bokutai, the crouching frames will be cut back to 32-43.

Evade P+K+GP - Evade P+K+G motion exists for 28 frames. Delay has no effect.

Dokuritsu dK - avoids (special) highs between frames 15-19.
Dokuritsu K+G - Stagger +30 (no struggle) +1 (maximum struggle)
Forward roll K - hit and guard numbers represent where both kicks connect. Even with quickest input, 34 frames of rolling motion exist.

Hai P+K - airborn frames commence 3 frames before attacking frames.
Hai P+K held for 3-5 frames - Standing guard stagger is +16 (no struggle) or +4 (maximum struggle)
Haid (40 frames) - The frame where you press the lever down is considered the first frame. Can be thrown or lowthrown for all frames. Can shift to dokuritsu or nehan after the 10th frame.

Bokutai P - pressing P between the 1-38th frame of bokutai motion will still leave you with 11 frames of bokutai motion. (true for Bokutai fP, K, dfK, P+K, K+G)
Bokutai dfK - Stagger +1 (no struggle) -8 (maximum struggle) throw counterable.

Koko K - Stagger +32 (no struggle) +5 (maximum struggle)

Forward roll P+G - 34 frames of rolling motion exist, even with quickest input.
dbuforubdfP+G bfP+G - must input within 50 frames.
dbuforubdfP+G bfP+G ddffP+G - must input within 77 frames.

Virtua Fighter and all related material © SEGA
VFDC © 1997-2006