Chun li frame data

Chun li frame data DEFAULT

Chun-Li's Frame Data Street Fighter 3 Third Strike

Guide last updated on
August 16, 2011 at 9:51 p.m. PDT


Chun-Li's Frame Data Street Fighter 3 Third Strike

• Moves and Strategies • Frame Data •


Normal Moves, Command Normals, Other

MoveParryDamageStunCancel AbilityStartupActiveRecoverFrame Adv. BlockFrame Adv. HitFrame Adv. Hit Crouching
Light PunchHL303Sp*Su216222
Medium PunchH10011Sp*Su669-2-10
Hard PunchH11011-8517-202
Light KickHL403-349111
Medium KickH805-6115-200
Hard KickH12015(13)-4812-3-11
Far Light PunchHL203C*Sp*Su344222
Far Medium KickH9011-7519-5-3-1
Far Hard KickH12013-12115024
Crouching Light PunchHL203C*Sp*Su235333
Crouching Medium PunchL903-8318-4-3-2
Crouching Hard PunchHL1105(13)Sp*Su8322-113
Crouching Light KickL203C416333
Crouching Medium KickL903Sp*Su6114-2-10
Crouching Hard KickHL1105-7221-7DownDown
Jump Up Light PunchH407-4-----
Jump Up Medium PunchH8011-7-----
Jump Up Hard PunchH13015-103----
Jump Up Light KickH407-522----
Jump Up Medium KickH809-62----
Jump Up Hard KickH13013-85----
Jumping Light PunchH407-2-----
Jumping Medium PunchH609-4-----
Jumping Hard PunchH809-97----
Jumping Light KickH505-5-----
Jumping Medium KickH909-613----
Jumping Hard KickH11013-103----
Back + Medium PunchH60+507+9Sp*Su51*118-2--
Back + Hard PunchH130-Sp*Su7810-1--
Toward + Medium KickH805-116110--
Down-Toward + Hard KickH11013-37429--
Head Stomp (Down + MK in the air)H505-9-----
Universal OverheadH---16~25---5 ~ +70 ~ +8+1 ~ +9
Throw-1209-2121---
Air Throw-809-21----
MoveParryDamageStunCancel AbilityStartupActiveRecoverFrame Adv. BlockFrame Adv. HitFrame Adv. Hit Crouching

Special Moves and Super Arts

MoveParryDamageStunCancel AbilityStartupActiveRecoverFrame Adv. Block
Fireball Light PunchH453Su14145-17
Fireball Medium PunchH503Su13138-10
Fireball Hard PunchH603Su11132-4
Fireball EXH803Su16141-7
Lightning Legs Light KickH40+203+5-6*31*1--
-H30+203+3-3*31*1123
Lightning Legs Medium KickH40+203+5-6*31*1--
-H30+203+3-3*31*1131
Lightning Legs Hard KickH50+203+5-5*21*1--
-H40+303+3-2*21*115-1
Lightning Legs EXH60+403+5-3*21*1--
-H40+403+3-2*21*117-3
Spinning Bird Kick LightH50+307+3-121*1--
-H30+303+5-5*51*121-2
Spinning Bird Kick MediumH50+25+257+3+3-14*1*151*1*1--
-H25+25+253+3+3-5*5*51*1*122-2
Spinning Bird Kick HardH50+25(x6)5+3(x6)-17*1*4(x5)1*1*1(x5)--
-H303-4122-2
Spinning Bird Kick (EX)H50+40+507+3+7-12*4*41*1*1--
-H40+503+7-4*41*122-8
Overhead Flip Kick LightH10011-22218-2
Overhead Flip Kick MediumH11013-24218-2
Overhead Flip Kick HardH12015-29217-1
Overhead Flip Kick EXH16017-31118-2
SA1 – Kikoshou HL40(x3)0-11(x3)--
-HL350--1--
-HL350--1--
-HL35(x3)0--1(x3)--
-HL35(x2)0--1(x2)--
-HL35(x2)0-2(x2)1(x2)--
-HL35(x2)0-2(x2)1(x2)--
-HL350-21--
-HL35(x5)0-2(x5)1(x5)48-38
SA2 – Houyoku Sen H303-31--
-H403-21--
-H403-21--
-H403-21--
-H303-21--
-H403-21--
-H40+403*3-2*21*1--
-H303-151--
-H403-21--
-H403-21--
-H403-21--
-H303-21--
-H403-21--
-H403-21--
-H403-21--
FinishH2009-25235-23
SA3 – Tensei Ranka HL803-32--
-25(x4)-HL--3*2*2*21(x4)-
-30-HL--21-
-30-HL--12-
-30-HL--13-
-140-30H--7146
MoveParryDamageStunCancel AbilityStartupActiveRecoverFrame Adv. Block

Frame data submitted by Trajanus.


Sours: https://www.eventhubs.com/guides/2011/aug/16/chun-lis-frame-data-street-fighter-3-third-strike/

Chun-Li's Frame Data Super Street Fighter 4 Arcade Edition

MoveBlockDamageStunMeter GainCancel AbilityStartupActiveRecoverFrame Adv. BlockFrame Adv. HitNotesBack + Medium KickHL505040-9416-6-3
Medium Kick (During Back + Medium Kick)HL505020Su12339-28D
Down, Up + Kick (During Back + Medium Kick, Medium Kick)HL20xN50xN20xN-44(2) 1(4) 2(4) 1(5) 19+15-D
Toward + Medium KickHL8010040-15313-21
Down-Toward + Light KickHL405020-1048+7-5-2
Down-Toward + Hard KickH10020060-377526
Down + Medium Kick (Air)H605040-23---
Triangle Jump----------
Target Combo 1H405020-43---
Focus Attack Level 1HL6010020-21235-21-21
Focus Attack Level 2HL8015040-17+14235-16D
Focus Attack Level 3-12020060-65235DD
Toward Throw114010040-3220-D
Back Throw114010040-3220-D
Air Throw1.115015040-32--D
Lightning Legs Light KickHL15xN20xN20/10Su4-1726
Lightning Legs Medium KickHL15xN25xN20/10Su7-2004
Lightning Legs Hard KickHL15XN30xN20/10Su7-21-13
Lightning Legs EXHL40x450x40Su4-191D
Fireball Light PunchHL505020/20Su1410044-40
Fireball Medium PunchHL607520/20Su127741-31
Fireball Hard PunchHL7010020/20Su104541-5-1
Fireball EXHL50*5050*500Su104948-40
Overhead Flip Kick Light KickH9010030/40Su23220-14
Overhead Flip Kick Medium KickH11015030/40Su2521905
Overhead Flip Kick Hard KickH13020030/40Su26220-14
Overhead Flip Kick EXH1702000/0Su26220-1D
Spinning Bird Kick Light KickHL32x536x520/10-132(2) 1(5) 2(4) 2(4) 210+12-31
Spinning Bird Kick Medium KickHL25x6*3028x6*3220/10-142(2) 1(5) 1(5) 2(4) 2(6) 1(5) 29+12-22
Spinning Bird Kick Hard KickHL30x930x920/10-221(2) 1(5) 2(4) 2(4) 2(6) 2(3) 2(5) 2(4) 211+12-40
Spinning Bird Kick EXHL30x4+5050x4*600/0-62(1) 2(3) 2(4) 2(3) 29+9-18D
Super Light KickHL30x8*10000/0-1+12(13) 1(3) 1(5) 1(3) 1(5) 1(3) 1(5) 1(17) 250-31D
Super Medium KickHL30x8*10000/0-1+02(13) 1(3) 1(5) 1(3) 1(5) 1(3) 1(5) 1(17) 263-44D
Super Hard KickHL30x8*10000/0-1+12(13) 1(3) 1(5) 1(3) 1(5) 1(3) 1(5) 1(17) 286-67D
Ultra 1HL30x9*19000/0-1+62(7) 2(5) 2(5) 2(5) 2(5) 2(5) 1(6) 1(22) 365-47D
Ultra 2HL15x19*4500/0-1+92(7) 2(5) 2(5) 2(5) 2(5) 2(5) 1(6) 1(22) 380-55D
MoveBlockDamageStunMeter GainCancel AbilityStartupActiveRecoverFrame Adv. BlockFrame Adv. HitNotes
Sours: https://www.eventhubs.com/guides/2008/nov/13/chun-li-frame-data-street-fighter-4/
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STEAM
She is really bad right now, not worth to be spent a minute in training mode.

Her normals have one of the worst reach possible, there is no chance ever you can frame trap anybody using her medium punch or crouch mk.

Then her crush counters moves are also not that good, I admit they have potentially good range but her standard hk only hits on standing opponents and his b,hp has some ridiculous range, I mean come one have you seen how short it is? is this really good?

Think about it for a second, how do you expect to deal damageable combo if all her special moves are unsafe?

Does she have any good counter against fireball spamming?
Does she have any good counter against DP spamming?

The answer is no.
发帖日期:2016 年 2 月 19 日 下午 8:30

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🈁 Chun-Li UNBLOCKABLE SETUP🈁 - SFV CE SEASON 5

Edit Introduction

Introduction

About Chun-Li

The first lady of fighting games, chun is another one of the more beginner-friendly characters in the game, as well as one of the consistently better characters in the game. Chun is your classic "Footsies" character - focusing on a patient neutral game where one attempts to control the space around him, poke in the opponent's space while simultaniously punish the opponent if they get into your space. Chun has great normals, both pokes, anti airs, and ways to punish the opponent for whiffing attacks or not blocking your incoming pokes. This is the core to chun's game, and is how you will play with her most of the time. Chun is also not limited with defensive options, having a 3f normal, and an EX DP (spinning bird kick), as well excellent moves to punish with after v-shift. Chun also has a great walk speed and solid dashes, which are important in the footsies game since it allows you to walk back and forth and control more space respectively. While chun is excellent in a lot of ways, she struggles in dealing with certain aspects that certain characters can definitely abuse agaist her. One notable one is dealing with variable air approaches, as each of her anti airs can only work in certain angles or situations, so ebing able to mix it up can give chun quite a lot of trouble. Another problem that chun li has is to approach the opponent when they are stalling away for a timeout when they have a significant life lead - while chun has a good mobility, her apporaching options are quite linear, eventually boiling down to dashing or jumping, both of which can be countered by the majority of the cast if they pay attention for them. all in all, chun is a solid character in most areas, but shines in the neutral game. A key to playing chun is to be patient, looking for the opponent to do a mistake and not always rushing to be the one to take the intiative. It's still important, however, to learn and utilize chun's solid offensive game and not forget about her strong v-triggers.

StrengthsWeaknesses
  • Excellent pokes, great anti airs meaning she can control respective space
  • Great walk speed, good dashes allow her to stay on the move when playing
  • Great punishing options make the opponent think twice before sending out a poke
  • 2 Strong v-triggers is always a plus
  • Good defensive options
  • Anti airing require precise timing and choice
  • Limited approaching tools, limiting her rushdown ability
  • Lower than average health

Season 5

Players to Watch

  • Humanbomb
  • Ludovic
  • MOV
  • Punk
Chun-Li
#SFV_CNL
SFV-Chun-Li Portrait.jpg
Vitals
Life Points 975
Stun Points 1000
V-Gauge Points
V-Trigger 1 2 Bars
V-Trigger 2 3 Bars
Ground Movement
Forward Walk Speed 0.0535
Backward Walk Speed 0.034
Forward Dash Speed 15
Backward Dash Speed 21
Forward Dash Distance 1.424
Backward Dash Distance 1.235
Backdash CH Frames 3-10
Jumping
Back Jump Speed 49 (4+41+4)
Neutral Jump Speed 49 (4+41+4)
Forward Jump Speed 48 (3+41+4)
Forward Jump Distance 2.05
Backward Jump Distance 1.845
Throws
Throw Hurtbox 0.3511
Throw Range 0.8461
Frame Data & Descriptions are provided by FATOnline.
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SFV Frame Data Glossary
Active

How many frames a move remains active (can hurt opponents) for.

Attack

Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked).

Cancel options

Available cancel options.

  • "ch": Chain cancel, refer to description for options.
  • "sp": Special move.
  • "su": Critical art.
  • "vs[1/2]": V-Skill 1 or 2.
  • "vt[1/2]": V-Trigger 1 or 2 activation.
Confirm windows

Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.

  • Refers to the amount of time (in frames) you have to cancel into another move from the start of the animation.
Crush Counter

Crush Counter hit advantage written as opponent state, frame advantage, and v-gauge gain on hit.

Damage

Attack damage on hit. Notation may denote multi-hit or "sweet spot" damage values on certain frames.

Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit.

  • Note that generally, normal counter hits add an additional +2 to hit advantage in SFV.
Knockdown

Knockdown advantage against Normal, Quick Rise and Back Rise wake up options.

Recovery

How many frames it takes for a move to finish after it's been active.

Startup

How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.

Stun

Amount of stun added to the opponent's stun bar on hit.

Normals

5LP

Stand LP
5LP

SFV Chun-Li 5LP.png
Normal
SFV Chun-Li 5LP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
4 2 8 5
Damage Stun Attack Block
30 70 H 2
  • Cancel options: ch sp su vs1 vs2 vt1 vt2
Chains into st.LP / cr.LP / cr.LK
FATonline.png
VT1 Startup Active Recovery Hit
4 5 5 6
Damage Stun Attack Block
40 70 H 2
  • Cancel options: ch sp su vs1 vs2
Chains into st.LP / cr.LP / cr.LK
Tons of active frames and very advantageous on hit makes this a fantastic combo and oki tool
5MP

Stand MP
5MP

SFV Chun-Li 5MP.png
Normal
SFV Chun-Li 5MP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
5 3 9 6
Damage Stun Attack Block
60 100 H 3
  • Confirm windows:
    • Specials & CA: 14
    • V-Trigger: 14
  • Cancel options: sp su vs1 vs2 vt1 vt2
Combo / Frametrap tool
FATonline.png
VT1 Startup Active Recovery Hit
5 3 9 8
Damage Stun Attack Block
60*5 (70) 100 H 3
  • Confirm windows:
  • Cancel options: sp su vs1 vs2
Combo / Frametrap tool
Puts airborne opponents into a limited juggle state
2 hits
Juggle Limit / Increase / Start: 2*3 / 2*3 / 1*1
5HP

Stand HP
5HP

SFV Chun-Li 5HP.png
Normal
SFV Chun-Li 5HP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
11 2 18 0
Damage Stun Attack Block
80 150 H -4
  • Confirm windows:
    • Specials & CA: *17/**19
    • V-Trigger: 21
    • Notes: *CA only, **VT2 Secondary Activation
  • Cancel options: su vt1 vt2
Winning neutral since 1991
Good luck whiff punishing this
FATonline.png
VT1 Startup Active Recovery Hit
11 4 18 2
Damage Stun Attack Block
80*10 (90) 150 H -5
  • Confirm windows:
    • Specials & CA: *19
    • Notes: *CA only
Winning neutral since 1991
Good luck whiff punishing this
Puts airborne opponents into a limited juggle state
3 hits
Juggle Limit / Increase / Start: 5*8*8 / 1*2*2 / 1*1*1
5LK

Stand LK
5LK

SFV Chun-Li 5LK.png
Normal
SFV Chun-Li 5LK vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
5 3 7 1
Damage Stun Attack Block
40 70 H -3
  • Cancel options: sp su vs1 vs2 vt1 vt2
Whiffs on most crouching characters
FATonline.png
VT1 Startup Active Recovery Hit
5 4 6 1
Damage Stun Attack Block
50 70 H -3
  • Cancel options: sp su vs1 vs2
Whiffs on most crouching character
5MK

Stand MK
5MK

SFV Chun-Li 5MK.png
Normal
SFV Chun-Li 5MK vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
8 3 15 2
Damage Stun Attack Block
70 100 H -2
  • Confirm windows:
  • Cancel options: vt1 vt2
No leg hurtbox extension during startup frames and great hitbox priority makes this a very strong poke tool in neutral
Slightly less wide standing leg hurtbox on frames 7-10 (helps going over low attacks)
FATonline.png
VT1 Startup Active Recovery Hit
8 4 14 4
Damage Stun Attack Block
75*5 (80) 100 H -2
No leg hurtbox extension during startup frames and great hitbox priority makes this a very strong poke tool in neutral
Slightly less wide standing leg hurtbox on frames 7-10 (helps going over low attacks)
Puts airborne opponents into a limited juggle state
2 hits
Juggle Limit / Increase / Start: 2*3 / 2*3 / 1*1
5HK

Stand HK
5HK

SFV Chun-Li 5HK.png
Normal
SFV Chun-Li 5HK vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
12 3 16 1
Damage Stun Attack Block
90 150 H -2
  • Crush Counter: Stagger, 21 Adv, +150 V-Gauge.
  • Confirm windows:
    • Specials & CA: *19
    • V-Trigger: 24
    • Notes: *VT2 Secondary Activation
  • Cancel options: vt1 vt2
Can't hit crouching
Very far range anti-air / poke
Good luck whiff punishing this
FATonline.png
VT1 Startup Active Recovery Hit
12 3 16 1
Damage Stun Attack Block
90*5*5 (100) 150 H -2
  • Crush Counter: Spinning Knockdown, KD Adv, +150 V-Gauge.
  • Knockdown: 114 KD Adv, 55 Quick Rise Adv, 60 Back Rise Adv.
Crush Counter; Launches into free juggle state
Puts airborne opponents into a limited juggle state (but does not increase juggle state on already juggled opponents)
3 hits
Juggle Limit / Increase / Start: 5*8*8 / 0*0*0 / 1*1*1
Good luck whiff punishing this
2LP

Crouch LP
2LP

SFV Chun-Li 2LP.png
Normal
SFV Chun-Li 2LP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
4 3 5 5
Damage Stun Attack Block
30 70 H 2
  • Cancel options: ch sp su vs1 vs2 vt1 vt2
Chains into st.LP / cr.LP / cr.LK
FATonline.png
VT1 Startup Active Recovery Hit
4 4 4 6
Damage Stun Attack Block
40 70 H 2
  • Cancel options: ch sp su vs1 vs2
Chains into st.LP / cr.LP / cr.LK
Lots of active frames and very advantageous on hit makes this a fantastic combo and oki tool
2MP

Crouch MP
2MP

SFV Chun-Li 2MP.png
Normal
SFV Chun-Li 2MP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
10 9 18 -3
Damage Stun Attack Block
60 100 L -8
  • Confirm windows:
  • Cancel options: vt1 vt2
Low profile on frames 6-30
Upper body projectile invincible during the slide on frames 6-18
+5/0 on last active frame
BUG: Chun-Li's torso hurtbox disappears on frame 18 alone (last active frame)
FATonline.png
VT1 Startup Active Recovery Hit
10 9 18 -2
Damage Stun Attack Block
65*5 (70) 100 L -8
Low profile on frames 6-30
Upper body projectile invincible during the slide on frames 6-18
Puts airborne opponents into a limited juggle state
2 hits
Juggle Limit / Increase / Start: 2*3 / 2*3 / 1*1
+5/0 on last active frame
BUG: Chun-Li's torso hurtbox disappears on frame 18 alone (last active frame)
2HP

Crouch HP
2HP

SFV Chun-Li 2HP.png
Normal
SFV Chun-Li 2HP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
7 2(10)2 17 2
Damage Stun Attack Block
60*40 (100) 100*50 (150) H*H -5
  • Confirm windows:
    • Specials & CA: *17
    • V-Trigger: *16
    • Notes: *1st hit only
  • Cancel options: sp su vs1 vs2 vt1 vt2
2nd hit is not cancelable
FATonline.png
VT1 Startup Active Recovery Hit
7 2(10)2 14 2
Damage Stun Attack Block
55*5*5*35*5*5 (110) 100*50 (150) H*H -2
  • Confirm windows:
  • Cancel options: sp su vs1 vs2
6 hits (split into 3)
Only first 3 hits are cancelable
1st hit Juggle Limit / Increase / Start: 5*8*8 / 1*1*1 / 1*1*1 (same juggle values for the 2ndary 3-hits)
Has increased juggle start (+2 instead of +1) on counter-hit for some strange reason
2LK

Crouch LK
2LK

SFV Chun-Li 2LK.png
Normal
SFV Chun-Li 2LK vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
3 2 8 2
Damage Stun Attack Block
20 70 L -1
  • Cancel options: ch sp vt1 vt2
Chains into st.LP / cr.LP / cr.LK
Only special cancelable into lightning legs
FATonline.png
VT1 Startup Active Recovery Hit
3 3 7 4
Damage Stun Attack Block
30 70 L -1
Chains into st.LP / cr.LP / cr.LK
Only special cancelable into legs
2MK

Crouch MK
2MK

SFV Chun-Li 2MK.png
Normal
SFV Chun-Li 2MK vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
6 2 16 2
Damage Stun Attack Block
50 100 L -2
  • Confirm windows:
    • Specials & CA: 17
    • V-Trigger: 17
  • Cancel options: sp su vs1 vs2 vt1 vt2
Quite a lenient cancel window
FATonline.png
VT1 Startup Active Recovery Hit
6 2 14 4
Damage Stun Attack Block
55*5 (60) 100 L -2
  • Confirm windows:
  • Cancel options: sp su vs1 vs2
Very lenient cancel window
Puts airborne opponents into a limited juggle state
2 hits
Juggle Limit / Increase / Start: 2*3 / 3*3 / 1*1
2HK

Crouch HK
2HK

SFV Chun-Li 2HK.png
Normal
SFV Chun-Li 2HK vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
8 3 24 KD
Damage Stun Attack Block
90 150 L -12
  • Crush Counter: Hard Knockdown, KD Adv, +120 V-Gauge.
  • Knockdown: 65 KD Adv, 16 Quick Rise Adv, 21 Back Rise Adv.
  • Confirm windows:
  • Cancel options: vt1 vt2
Counter Hit advantage is +67 KDA instead of +65 like regular delayed wake-up timing
FATonline.png
VT1 Startup Active Recovery Hit
8 4 23 KD
Damage Stun Attack Block
90*5*5 (100) 150 L -12
  • Crush Counter: Hard Knockdown, KD Adv, +120 V-Gauge.
  • Knockdown: 82 KD Adv, 23 Quick Rise Adv, 28 Back Rise Adv.
3 hits
Juggle Limit / Increase / Start: 5*8*8 / 1*2*2 / 1*1*1
8LP

Jump LP
8LP

SFV Chun-Li j.LP.png
Normal
SFV Chun-Li j.LP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
3 5 - -
Damage Stun Attack Block
40 70 M -
FATonline.png
VT1 Startup Active Recovery Hit
3 5 - -
Damage Stun Attack Block
50 70 M -
8MP

Jump MP
8MP

SFV Chun-Li j.MP.png
Normal
SFV Chun-Li j.MP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
6 4 - -
Damage Stun Attack Block
60 100 M -
Puts airborne opponents into a limited juggle state
Cancelable into Air Hyakuretsukyaku (Air Legs)
Juggle Limit / Increase / Start: 0 / 1 / 3 (Gets +1 Juggle Limit if used from V-Skill)
FATonline.png
VT1 Startup Active Recovery Hit
6 4 - -
Damage Stun Attack Block
65*5 (70) 100 M -
Puts airborne opponents into a limited juggle state
2 hits
8HP

Jump HP
8HP

SFV Chun-Li j.HP.png
Normal
SFV Chun-Li j.HP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
6 4(2)4 - -
Damage Stun Attack Block
50*50 (100) 100*50 (150) M*M -
1st hit puts airborne opponents into a limited juggle state (2nd hit air resets)
Juggle Limit / Increase / Start: 0*1 / 1*3 / 1*1 (Gets +1 Juggle Limit on both hits (1*2) if used from V-Skill)
Has worse hitboxes when used from V-Skill jump (Capcom forgot to buff the hitboxes on the V-Skill version as well when they buffed the hitboxes on jump HP is Season 3 patch)
FATonline.png
VT1 Startup Active Recovery Hit
6 4(2)4 - -
Damage Stun Attack Block
45*5*5*45*5*5 (110) 100*50 M*M -
Juggles opponent when it hits air to air
Can cancel into Air Legs
Has worse hitboxes when used from V-Skill jump (Capcom forgot to buff the hitboxes on the V-Skill version as well when they buffed the hitboxes on jump HP is Season 3 patch)
8LK

Jump LK
8LK

SFV Chun-Li j.LK.png
Normal
SFV Chun-Li j.LK vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
4 7 - -
Damage Stun Attack Block
40 70 M -
Good air-to-air hitbox
FATonline.png
VT1 Startup Active Recovery Hit
4 7 - -
Damage Stun Attack Block
50 70 M -
Good air-to-air hitbox
8MK

Jump MK
8MK

SFV Chun-Li j.MK.png
Normal
SFV Chun-Li j.MK vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
6 5 - -
Damage Stun Attack Block
60 100 M -
Cross-up
FATonline.png
VT1 Startup Active Recovery Hit
6 5 - -
Damage Stun Attack Block
65*5 (70) 100 M -
Cross-up
2 hits
7 or 9HK

Jump HK
7 or 9HK

SFV Chun-Li j.HK.png
Normal
SFV Chun-Li j.HK vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
7 6 - -
Damage Stun Attack Block
90 150 M -
FATonline.png
VT1 Startup Active Recovery Hit
7 6 - -
Damage Stun Attack Block
90*5*5 (100) 150 M -
3 hits
8HK

Neutral Jump HK
8HK

SFV Chun-Li 8HK.png
Normal
SFV Chun-Li 8HK vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
7 5 - -
Damage Stun Attack Block
90 150 M -
Hits on both sides of Chun-Li
Can hit Cross-up
Hitbox behind Chun-Li (Cross-up part) has Juggle Limit: 9 for some reason
FATonline.png
VT1 Startup Active Recovery Hit
7 5 - -
Damage Stun Attack Block
90*5*5 (100) 150 M -
Hits on both sides of Chun-Li
Can hit Cross-up
3 hits
Hitbox behind Chun-Li (Cross-up part) has Juggle Limit: 9 for some reason

Command Normals

4 or 6MP

Tsuitotsuken
4 or 6MP

SFV Chun-Li 4 or 6MP.png
Normal
SFV Chun-Li 4 or 6MP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
7 2 12 3
Damage Stun Attack Block
65 100 H 0
  • Confirm windows:
  • Cancel options: vt1 vt2
Slightly lower hurtbox on frames 5-15
Juggle Limit / Increase / Start: 0 / 1 / 1
FATonline.png
VT1 Startup Active Recovery Hit
7 3 11 4
Damage Stun Attack Block
70*5 (75) 100 H 0
Slightly lower hurtbox on frames 5-15
2 hits
Juggle Limit / Increase / Start: 2*3 / 2*3 / 1*1
4HP

Hakkei
4HP

SFV Chun-Li 4HP.png
Normal
SFV Chun-Li 4HP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
7 5 13(18) 3
Damage Stun Attack Block
90 150 H 2
  • Crush Counter: Spinning Knockdown, KD Adv, +150 V-Gauge.
  • Knockdown: 97 KD Adv, 38 Quick Rise Adv, 43 Back Rise Adv.
  • Confirm windows:
    • Specials & CA: 21
    • V-Trigger: 21
  • Cancel options: sp su vs1 vs2 vt1 vt2
Good counter-poke and oki tool
5 extra recovery frames on whiff (18f)
Juggle Limit / Increase / Start: 0 / 1 / 1
FATonline.png
VT1 Startup Active Recovery Hit
7 7 11 6
Damage Stun Attack Block
90*5*5 (100) 150 H 2
  • Crush Counter: Spinning Knockdown, KD Adv, +150 V-Gauge.
  • Knockdown: 99 KD Adv, 40 Quick Rise Adv, 45 Back Rise Adv.
  • Confirm windows:
  • Cancel options: sp su vs1 vs2
Nullifies 1-hit of projectile
3 hits
Good counter-poke and oki tool
Juggle Limit / Increase / Start: 5*8*8 / 2*2*2 / 1*1*1
3MK

Senenshu
3MK

SFV Chun-Li 3MK.png
Normal
SFV Chun-Li 3MK vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
26 2 16 2
Damage Stun Attack Block
70 100 M -2
Overhead
Low profiles on frames 26-34
Juggle Limit / Increase / Start: 0 / 1 / 1
FATonline.png
VT1 Startup Active Recovery Hit
26 2 16 4
Damage Stun Attack Block
75*5 (80) 100 M -2
Overhead
Low profiles on frames 26-34
2 hits
Juggle Limit / Increase / Start: 2*3 / 2*3 / 1*1
4HK

Tenkukyaku
4HK

SFV Chun-Li 4HK.png
Normal
SFV Chun-Li 4HK vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
8 5 13 2
Damage Stun Attack Block
80 150 H 0
  • Confirm windows:
  • Cancel options: vt1 vt2
Forces standing state on hit
Puts airborne opponents into a limited juggle state
Retains standing hurtbox during whole animation (but still has very good anti-air hitboxes)
Has 2 seperate hitboxes with different juggle increase (the higher reaching hitbox increase the current juggle state by more than the lower down hitbox)
Juggle Limit / Increase / Start: 1 / 1(2) / 1
Has increased juggle start (+3 instead of +1) on counter-hit for some strange reason
FATonline.png
VT1 Startup Active Recovery Hit
8 5 13 2
Damage Stun Attack Block
80*5*5 (90) 150 H 0
Forces standing state on hit
Retains standing hurtbox during whole animation (but still has very good anti-air hitboxes)
3 hits
Juggle Limit / Increase / Start: 5*8*8 / 1*1*1 / 3*3*3
6HK

Yokusenkyaku
6HK

SFV Chun-Li 6HK.png
Normal
SFV Chun-Li 6HK vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
18 5 13(18) 2
Damage Stun Attack Block
80 150 H -2
  • Crush Counter: Stagger, 18 Adv, +100 V-Gauge.
Airborne on frames 11-21
Hurtbox slightly above ground on frames 10-21
5 extra recovery frames on whiff (18)
Juggle Limit / Increase / Start: 0 / 1 / 1
FATonline.png
VT1 Startup Active Recovery Hit
18 5 13(18) 4
Damage Stun Attack Block
80*5*5 (90) 150 H -2
  • Crush Counter: Stagger, 18 Adv, +100 V-Gauge.
Airborne on frames 11-21
Hurtbox slightly above ground on frames 10-21
5 extra recovery frames on whiff (18)
3 hits
Juggle Limit / Increase / Start: 5*8*8 / 1*2*2 / 1*1*1
3HK

Kakurakukyaku
3HK

SFV Chun-Li 3HK.png
Normal
SFV Chun-Li 3HK vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
34 7 6 6(10)
Damage Stun Attack Block
80 150 M 2(6)
Airborne from frames 10-43
Crosses up
On tall-sized target; standing +6/+2 and crouching +9/+5
On normal-sized target: standing +8/ +4 and crouching +10/+6
Juggle Limit / Increase / Start: 0 / 1 / 1
FATonline.png
VT1 Startup Active Recovery Hit
34 7 6 7
Damage Stun Attack Block
80*5*5 (90) 150 M 3
Jumps forward and attacks in a cross-up attempt
Airborne from frame 10
3 hits
Juggle Limit / Increase / Start: 5*8*8 / 1*2*2 / 1*1*1
2MK (air)

Yosokyaku
2MK (air)

SFV Chun-Li 2MK (air).png
Normal
SFV Chun-Li 2MK (air) vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
5+4+5 4 4 -
Damage Stun Attack Block
40*45*48 (133) 60*54*48 (162) M -
Can be used from all jump directions
Every stomp can hit Cross-up and puts airborne opponents into a limited juggle state
The last 3rd stomp is cancelable into air legs and launches grounded opponents into a limited juggle state
All stomps can be canceled into subsequent air stomps (up to 3 max) as well as into other air normals and air legs (Air Hyakuretsukyaku)
Each stomp counts as a seperate hit in terms of adding to the damage scaling
Removes Chun-Li's leg hurtboxes during startup and in between stomps until landing
Juggle Limit / Increase / Start: 3*6*9 / 1*1*9 / 1*1*1
FATonline.png
VT1 Startup Active Recovery Hit
5+4+5 4 4 -
Damage Stun Attack Block
45*5*50*5*52*4 (161) 60*54*48 (162) M -
Each air stomp does 2-hits and 10 more damage in V-Trigger 1
Can be used from all jump directions
Every stomp can hit Cross-up and puts airborne opponents into a limited juggle state
The last 3rd stomp is cancelable into air legs and launches grounded opponents into a limited juggle state
All stomps can be canceled into subsequent air stomps (up to 3 max) as well as into other air normals and air legs (Air Hyakuretsukyaku)
Each stomp counts as a seperate hit in terms of adding to the damage scaling
Removes Chun-Li's leg hurtboxes during startup and in between stomps until landing
Juggle Limit / Increase / Start: 3*5*6 / 1*1*1 / 1*1*1

Throws

LPLK

Koshuto
Throw
LPLK

SFV Chun-Li LPLK.png
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
120 150 T KD
  • Knockdown: 62 KD Adv, 13 Quick Rise Adv, 13 Back Rise Adv.
FATonline.png
4LPLK

Tenshin Shushu
Back Throw
4LPLK

SFV Chun-Li 4LPLK.png
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
140 200 T KD
  • Knockdown: 72 KD Adv, 23 Quick Rise Adv, 23 Back Rise Adv.
FATonline.png

Special Moves

9 during jump near wall

Sankaku Tobi
9 during jump near wall

SFV Chun-Li 9 during jump near wall.png
Startup Active Recovery Hit
- - - -
Damage Stun Attack Block
- - - -
Chun-Li is susceptible to special counter-hits during the entire duration of her wall jump (also any follow-ups done from her wall jump) by any medium / heavy / command normal, this special counter-hit state puts Chun-Li into a free juggle state
FATonline.png
46LP

LP Kikoken
46LP

SFV Chun-Li 46LP.png
Normal
SFV Chun-Li 46LP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
13 - 33 0
Damage Stun Attack Block
60 100 H -6
  • Cancel options: su vt1 vt2
1-hit projectile
Projectile Speed: 0.048
Projectile lasts for 70 frames (reaches almost full-screen)
Takes 50 frames to charge
Juggle Limit / Increase / Start: 6 / 4 / 2
FATonline.png
VT1 Startup Active Recovery Hit
13 - 33 0
Damage Stun Attack Block
60 100 H -6
1-hit projectile
Projectile Speed: 0.48
Projectile lasts for 140 frames (double the duration and range outside V-Trigger 1)
Takes 50 frames to charge
Juggle Limit / Increase / Start: 6 / 4 / 2
46MP
Normal Startup Active Recovery Hit
11 - 34 -1
Damage Stun Attack Block
60 100 H -5
  • Cancel options: su vt1 vt2
1-hit projectile
Projectile Speed: 0.055
Projectile lasts for 50 frames (reaches about 80% screen length)
Takes 50 frames to charge
Juggle Limit / Increase / Start: 6 / 4 / 2
FATonline.png
VT1 Startup Active Recovery Hit
11 - 34 -1
Damage Stun Attack Block
60 100 H -5
1-hit projectile
Projectile Speed: 0.55
Projectile lasts for 100 frames (double the duration and range outside V-Trigger 1)
Takes 50 frames to charge
Juggle Limit / Increase / Start: 6 / 4 / 2
46HP
Normal Startup Active Recovery Hit
9 - 35 -1
Damage Stun Attack Block
60 100 H -4
  • Cancel options: su vt1 vt2
1-hit projectile
Projectile Speed: 0.065
Projectile lasts for 30 frames (reaches about 60% screen length)
Takes 50 frames to charge
Juggle Limit / Increase / Start: 6 / 4 / 2
FATonline.png
VT1 Startup Active Recovery Hit
9 - 35 -1
Damage Stun Attack Block
60 100 H -4
1-hit projectile
Projectile Speed: 0.65
Projectile lasts for 60 frames (double the duration and range outside V-Trigger 1)
Takes 50 frames to charge
Juggle Limit / Increase / Start: 6 / 4 / 2
46PP

EX Kikoken
46PP

SFV Chun-Li 46PP.png
Normal
SFV Chun-Li 46PP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
11 - 27 4
Damage Stun Attack Block
40*60 (100) 0*100 (100) H*H 1
2-hit projectile
Projectile Speed: 0.06
No limited duration like on the non-EX versions
Takes 50 frames to charge
Juggle Limit / Increase / Start: 6*7 / 4*4 / 0*4
FATonline.png
VT1 Startup Active Recovery Hit
11 - 27 4
Damage Stun Attack Block
50*70 (120) 0*100 H*H 1
2-hit projectile
Projectile Speed: 0.60
No limited duration like on the non-EX versions
Takes 50 frames to charge
Juggle Limit / Increase / Start: 6*7 / 4*4 / 0*4
236LK

LK Hyakuretsukyaku
236LK

SFV Chun-Li 236LK.png
Normal
SFV Chun-Li 236LK vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
5 2(5)2(6)2(6)2 20 4
Damage Stun Attack Block
15x4 (60) 20x4 (80) H -8
  • Cancel options: su vt1 vt2
4 hits
Cancels into Super / V-Trigger activations on 3rd hit
Juggle Limit / Increase / Start: 1*0*0*0 / 1 / 1
FATonline.png
VT1 Startup Active Recovery Hit
5 2(5)2(6)2(6)2 20 4
Damage Stun Attack Block
15x3*25 (70) 20x4 (80) H -8
4 hits
Juggle Limit / Increase / Start: 1*0*0*0 / 1 / 1
236MK
Normal Startup Active Recovery Hit
11 2(4)2(4)2(4)2(4)2 20 3
Damage Stun Attack Block
16x5 (80) 25x4*20 (120) H -9
  • Cancel options: su vt1 vt2
5 hits
Cancels into Super / V-Trigger activations on 4th hit
Slightly increased knockback on Hit / Counter-Hit if canceled from stand MP
Juggle Limit / Increase / Start: 1*1*1*1*0 / 1 / 1
FATonline.png
VT1 Startup Active Recovery Hit
11 2(4)2(4)2(4)2(4)2 20 3
Damage Stun Attack Block
16x4*26 (90) 25x4*20 (120) H -9
5 hits
Juggle Limit / Increase / Start: 1*1*1*1*0 / 1 / 1
236HK

HK Hyakuretsukyaku
236HK

SFV Chun-Li 236HK.png
Normal
SFV Chun-Li 236HK vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
14 2(3)2(3)2(3)2(3)2(3)2 22 KD
Damage Stun Attack Block
15x5*25 (100) 20x6 (120) H -12
  • Knockdown: 83 KD Adv, 24 Quick Rise Adv, 29 Back Rise Adv.
  • Cancel options: su vt1 vt2
6 hits
Cancels into Super / V-Trigger activations on 5th hit
Puts airborne opponents into a free juggle state (and does not increase juggle state on already juggled opponents)
Has a higher Juggle Limit than LK/MK versions
Juggle Limit / Increase / Start: 3*3*3*4*5*6 / 0 / 0
FATonline.png
VT1 Startup Active Recovery Hit
14 2(3)2(3)2(3)2(3)2(3)2 22 KD
Damage Stun Attack Block
15x5*35 (110) 20x6 (120) H -12
  • Knockdown: 83 KD Adv, 24 Quick Rise Adv, 29 Back Rise Adv.
  • Cancel options: su
6 hits
Has a much higher Juggle Limit than LK/MK versions
Juggle Limit / Increase / Start: 7*8*9*10*11*12 / 1 / 1
236KK

EX Hyakuretsukyaku
236KK

SFV Chun-Li 236KK.png
Normal
SFV Chun-Li 236KK vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
5 2(3)2(3)2(3)2(3)2(3)2(11)2(3)2(3)2(3)2 19 KD
Damage Stun Attack Block
10x9*50 (140) 200 H -2
  • Knockdown: 91 KD Adv, 32 Quick Rise Adv, 37 Back Rise Adv.
  • Cancel options: vt1 vt2
Cancels into V-Trigger 1 activation after 6th kick (first burst)
First burst of kicks MUST connect for V-Trigger 1 cancel to occur
Cancels into V-Trigger 2 after 10th hit (second burst)
Second burst of kicks MUST connect for V-Trigger 2 cancel to occur
Very fast startup and good range makes this a really good punish / whiff punish tool
Juggle Limit / Increase / Start: 5 / 0x9*5 / 1 (only the last 10th hit increases the current juggle state by +5)
FATonline.png
VT1 Startup Active Recovery Hit
5 2(3)2(3)2(3)2(3)2(3)2(11)2(3)2(3)2(3)2 19 KD
Damage Stun Attack Block
10x9*60 (150) 200 H -2
  • Knockdown: 91 KD Adv, 32 Quick Rise Adv, 37 Back Rise Adv.
Very fast startup and good range makes this a really good punish / whiff punish tool
Juggle Limit / Increase / Start: 5 / 0x9*5 / 1 (only the last 10th hit increases the current juggle state by +5)
236LK(air)

LK Air Hyakuretsukyaku
236LK(air)

SFV Chun-Li 236LK(air).png
Normal
SFV Chun-Li 236LK(air) vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
8 2(5)2(3)2(5)2 12 0(4)
Damage Stun Attack Block
16x4 (64) 20x4 (80) H -5(-2)
Usually won't be able to land all the hits for full damage/stun due to height restriction
Frame advantage varies depending on angle / height and how many hits connect
Juggle Limit / Increase / Start: 4*5*7*8 / 1*1*1*6 / 1
FATonline.png
VT1 Startup Active Recovery Hit
8 2(5)2(3)2(5)2 12 0(3)
Damage Stun Attack Block
17*29*17x2 (80) 20x4 (80) H -5(-2)
Usually won't be able to land all the hits for full damage/stun due to height restriction
Frame advantage varies depending on angle / height and how many hits connect
Juggle Limit / Increase / Start: 20 / 1*1*1*6 / 1
236MK(air)
Normal Startup Active Recovery Hit
10 2(2)2(4)2(4)2(2)2 12 1(4)
Damage Stun Attack Block
16x5 (80) 20x5 (100) H -4(-2)
Usually won't be able to land all the hits for full damage/stun due to height restriction
Frame advantage varies depending on angle / height and how many hits connect
Juggle Limit / Increase / Start: 4*5*8*9*11 / 1*1*1*1*6 / 1
FATonline.png
VT1 Startup Active Recovery Hit
10 2(2)2(4)2(4)2(2)2 12 1(3)
Damage Stun Attack Block
16*26*16x3 (90) 20x5 (100) H -4(-2)
Usually won't be able to land all the hits for full damage/stun due to height restriction
Frame advantage varies depending on angle / height and how many hits connect
Juggle Limit / Increase / Start: 20 / 1*1*1*1*6 / 1
236HK(air)
Normal Startup Active Recovery Hit
12 2(4)2(3)2(4)2(2)2(2)2 12 -4(-1)
Damage Stun Attack Block
16x5 (80) 20x5 (100) H -6(-4)
Usually won't be able to land all the hits for full damage/stun due to height restriction
Frame advantage varies depending on angle / height and how many hits connect
Juggle Limit / Increase / Start: 4*5*8*9*10*11 / 1*1*1*1*1*6 / 1
FATonline.png
VT1 Startup Active Recovery Hit
12 2(4)2(3)2(4)2(2)2(2)2 12 -4(-1)
Damage Stun Attack Block
16x5 (80) 20x5 (100) H -6(-4)
Usually won't be able to land all the hits for full damage/stun due to height restriction
Frame advantage varies depending on angle / height and how many hits connect
Juggle Limit / Increase / Start: 20 / 1*1*1*1*1*6 / 1
236KK(air)

EX Air Hyakuretsukyaku
236KK(air)

SFV Chun-Li 236KK(air).png
Normal
SFV Chun-Li 236KK(air) vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
6 2(1)2(2)2(3)2(1)2(2)2(3)2 12 KD
Damage Stun Attack Block
23x6*22 (160) 30x7 (210) H -13
Knockdow advantage varies depending on angle / height and how many hits connect
7 hits
Juggle Limit / Increase / Start: 20*21*22*23*24*25*26 / 1*1*1*1*1*1*6 / 1
FATonline.png
VT1 Startup Active Recovery Hit
6 2(1)2(2)2(3)2(1)2(2)2(3)2 12 KD
Damage Stun Attack Block
25*20*25x5 (170) 30x7 (210) H -13
Usually won't be able to land all the hits for full damage/stun due to height restriction
Frame advantage varies depending on angle / height and how many hits connect
Juggle Limit / Increase / Start: 20 / 1*1*1*1*1*1*6 / 1
28LK

LK Spinning Bird Kick
28LK

SFV Chun-Li 28LK.png
Normal
SFV Chun-Li 28LK vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
9 2(1)2(4)2(5)2(3)2 24 KD
Damage Stun Attack Block
25*15x3*40 (110) 20*25x3*105 (200) H -6
  • Knockdown: 91 KD Adv, 32 Quick Rise Adv, 37 Back Rise Adv.
Takes 40 frames to charge
Airborne on frame 9
5 hits
Juggle Limit / Increase / Start: 1 / 10 / 1
FATonline.png
VT1 Startup Active Recovery Hit
9 2(1)2(4)2(5)2(3)2 24 KD
Damage Stun Attack Block
25*15x3*50 (120) 20*25x3*105 (200) H -6
  • Knockdown: 91 KD Adv, 32 Quick Rise Adv, 37 Back Rise Adv.
Takes 40 frames to charge
Airborne on frame 9
5 hits
Juggle Limit / Increase / Start: 1 / 10 / 1
28MK
Normal Startup Active Recovery Hit
15 2(1)2(4)2(4)2(3)2(6)2(5)2 24 KD
Damage Stun Attack Block
35*11x5*40 (130) 30*20x5*70 (200) H -8
  • Knockdown: 91 KD Adv, 32 Quick Rise Adv, 37 Back Rise Adv.
Takes 40 frames to charge
Airborne on frame 15
7 hits
Juggle Limit / Increase / Start: 1 / 10 / 1
FATonline.png
VT1 Startup Active Recovery Hit
15 2(1)2(4)2(4)2(3)2(6)2(5)2 24 KD
Damage Stun Attack Block
35*11x5*50 (140) 30*20x5*70 (200) H -8
  • Knockdown: 91 KD Adv, 32 Quick Rise Adv, 37 Back Rise Adv.
Takes 40 frames to charge
Airborne on frame 15
7 hits
Juggle Limit / Increase / Start: 1 / 10 / 1
28HK
Sours: https://srk.shib.live/w/Street_Fighter_V/Chun-Li

Data frame chun li

USFIV-Header.png
USFIVHeaderButtons.png

Chun-Li

SSFIV-ChunLi Face.jpg

Becoming a detective at the mere age of 18, Chun-Li was determined to understand the circumstances surrounding her father's disappearance. The investigation lead her to the underground world of Shadaloo, where she learned of M. Bison and his involvement with her father's disappearance. Determined more than ever to shut down Shadaloo, Chun-Li teamed up with Charlie and, after Charlie's demise, Guile to take down Shadaloo. After Ryu defeated M. Bison, however, the threat was not over as Chun-Li soon learned about S.I.N. and their ties with Shadaloo. Her fight is not over yet...


In a nutshell

Chun-Li is a technical, but well-rounded character who can do relatively well in almost any situation. Chun-Li holds claim to one of the strongest footsie games of any character, as almost all of her normals have excellent range and can put a stop to many different approaches at once. Outside of space control, Chun-Li can also apply a shockingly strong offense as well. With just one well placed Jumping Roundhouse or Target Combo, and a touch of execution, she can utilize her Lightning Kicks and Spinning Bird Kicks to make the opponent dizzy in no time. Chun-Li's weakness, however, lies in the fact that her only true defensive option when pressured, her EX Spinning Bird Kick, is extremely predictable and costs meter. In addition, her Ultras are not that good, as one of them is mainly used as a combo ender, and the other is only truly useful in matchups against fireball-heavy characters.

Ultra SFIV Changes

(From Ultra SFIV Arcade Japan)

  • Health: Increased to 950 from 900
  • Rear Spin Kick (DF + LK): Hitbox expanded; startup reduced to 10 frames from 12 frames; Active Frames reduced to 3 frames from 4 frames; recovery increased to 16 frames from 15 frames
  • Yosokyaku (Headstomp): Hitboxes on all three hits expanded downward and horizontally
  • EX Kikoken: Now causes Soft Knockdown on hit
  • Spinning Bird Kick: Light version now cause Soft Knockdown on last hit
  • Spinning Bird Kick: Hard version now cause Soft Knockdown on last hit
  • EX Spinning Bird Kick: Hitbox slightly expanded forward and downward; 5th hit's Hitbox slightly expanded upward
  • EX Hazanshu: Now given Armor Breaker properties
  • Kikosho (UC2): Invincibility on startup increased to 9 frames from 8 frames, covering the entire startup into the first Active Frame; damage increased to 365 from 330

(New to Ultra SFIV Console Digital Release)

  • Spinning Bird Kick: Light version damage reduced to 100 from 160; stun damaged reduced to 100 from 180; landing recovery reduced to 10 frames from 12 frames;
  • Spinning Bird Kick: Hard version damage increased to 210 from 200; landing recovery increased to 16 frames from 12 frames
  • Hosenka (UC1): Hits 2-7 now float lower on air hit so it is easier to land full hits in air combos in the corner; on air hit, damage on hits 2-9 reduced to 20 from 30

(Removed from Ultra SFIV Arcade Japan)

    Character Specific Data

    Chun-Li

    VITALS
    Health: 950 Stun: 1050 W-Ultra Scaling: 75%
    WALKING DASHING
    Forward Walk Speed: 0.055 Forward Dash Distance: 1.08
    Back Walk Speed: 0.045 Forward Dash Total Frames: 15
    JUMPING Back Dash Distance: 1.30
    Jump Height Apex: 2.11 Back Dash Total Frames: 22
    Jump Total Frames: 45 (4+41) Back Dash Invincibility: 8
    Forward Jump Distance: 2.00 Back Dash Airborne: 10
    Back Jump Distance 1.80 Back Dash Recovery: 4
    THROWS WAKE-UP TIMING
    Forward Throw Range: 1.01 Face Up Total Frames: 31
    Back Throw Range: 1.01 Face Down Total Frames: 21
    NOTABLE MOVE CLASSES
    High Attacks: Kakukyakuraku, Hazanshu, EX Hazanshu, Yosokyaku, Target Combo Hard Knockdowns: Crouch HK, EX Hazanshu
    Low Attacks: Crouch LK, Crouch MK, Crouch HK Armor Breakers: Spinning Bird Kick, EX Spinning Bird Kick, EX Hazanshu, Hosenka
    FOCUS ATTACK DATA
    Level 1 Focus Startup Frames: 21 L1 EX Red Focus Attack Combo Lead-Ins: Close HP, Crouch HP (1st Hit), Close HK, LP/MP/HP Kikoken, LK/MK/HK Hyakuretsukyaku, LK/MK/HK Hazanshu
    Level 2 Focus Startup Frames: 28
    Level 3 Focus Startup Frames: 65
    L1 Focus Attack Forward Dash: +1 L2 FA Forward Dash (On Block): +7
    L1 Focus Attack Back Dash: -6 L2 FA Back Dash (On Block): 0

    Frame Data (At A Glance)

    More detailed Frame Data Table at bottom of page.

    Moves

    Expand for move image tables.

    Standing Close Normals

    Name Nickname Command Notes
    File:Example.png

    Close LP

    Close Jab Close lp

    ~~ Uses and Strategies ~~

    (No uses/strategies)

    File:Example.png

    Close MP

    Close Strong Close mp

    ~~ Uses and Strategies ~~

    (No uses/strategies)

    File:Example.png

    Close HP

    Close Fierce Close hp

    ~~ Uses and Strategies ~~

    (No uses/strategies)

    File:Example.png

    Close LK

    Close Short Close lk

    ~~ Uses and Strategies ~~

    (No uses/strategies)

    File:Example.png

    Close MK

    Close Forward Close mk

    ~~ Uses and Strategies ~~

    (No uses/strategies)

    File:Example.png

    Close HK

    Close Roundhouse Close hk

    ~~ Uses and Strategies ~~

    (No uses/strategies)

    Standing Far Normals

    Name Nickname Command Notes
    File:Example.png

    Far LP

    Far Jab lp

    ~~ Uses and Strategies ~~

    (No uses/strategies)

    File:Example.png

    Far MP

    Far Strong mp

    ~~ Uses and Strategies ~~

    (No uses/strategies)

    File:Example.png

    Far HP

    Far Fierce hp

    ~~ Uses and Strategies ~~

    (No uses/strategies)

    File:Example.png

    Far LK

    Far Short lk

    ~~ Uses and Strategies ~~

    (No uses/strategies)

    File:Example.png

    Far MK

    Far Forward mk

    ~~ Uses and Strategies ~~

    (No uses/strategies)

    File:Example.png

    Far HK

    Far Roundhouse hk

    ~~ Uses and Strategies ~~

    (No uses/strategies)

    Crouching Normals

    Name Nickname Command Notes
    File:Example.png

    Crouch LP

    Crouch Jab d + lp

    ~~ Uses and Strategies ~~

    (No uses/strategies)

    File:Example.png

    Crouch MP

    Crouch Strong d + mp

    ~~ Uses and Strategies ~~

    (No uses/strategies)

    File:Example.png

    Crouch HP

    Crouch Fierce d + hp

    ~~ Uses and Strategies ~~

    (No uses/strategies)

    File:Example.png

    Crouch LK

    Crouch Short d + lk

    ~~ Uses and Strategies ~~

    (No uses/strategies)

    File:Example.png

    Crouch MK

    Crouch Forward d + mk

    ~~ Uses and Strategies ~~

    (No uses/strategies)

    File:Example.png

    Crouch HK

    Crouch Roundhouse d + hk

    ~~ Uses and Strategies ~~

    (No uses/strategies)

    Neutral Jumping Normals

    Name Nickname Command Notes
    File:Example.png

    Neutral Jump LP

    Neutral Jump Jab u + lp

    ~~ Uses and Strategies ~~

    (No uses/strategies)

    File:Example.png

    Neutral Jump MP

    Neutral Jump Strong u + mp

    ~~ Uses and Strategies ~~

    (No uses/strategies)

    File:Example.png

    Neutral Jump HP

    Neutral Jump Fierce u + hp

    ~~ Uses and Strategies ~~

    (No uses/strategies)

    File:Example.png

    Neutral Jump LK

    Neutral Jump Short u + lk

    ~~ Uses and Strategies ~~

    (No uses/strategies)

    File:Example.png

    Neutral Jump MK

    Neutral Jump Forward u + mk

    ~~ Uses and Strategies ~~

    (No uses/strategies)

    File:Example.png

    Neutral Jump HK

    Neutral Jump Roundhouse u + hk

    ~~ Uses and Strategies ~~

    (No uses/strategies)

    Diagonal Jumping Normals

    Name Nickname Command Notes
    File:Example.png

    Diagonal Jump LP

    Diagonal Jump Jab ub / Uf.png + lp

    ~~ Uses and Strategies ~~

    (No uses/strategies)

    File:Example.png

    Diagonal Jump MP

    Diagonal Jump Strong ub / Uf.png + mp

    ~~ Uses and Strategies ~~

    (No uses/strategies)

    File:Example.png

    Diagonal Jump HP

    Diagonal Jump Fierce ub / Uf.png + hp

    ~~ Uses and Strategies ~~

    (No uses/strategies)

    File:Example.png

    Diagonal Jump LK

    Diagonal Jump Short ub / Uf.png + lk

    ~~ Uses and Strategies ~~

    (No uses/strategies)

    File:Example.png

    Diagonal Jump MK

    Diagonal Jump Forward ub / Uf.png + mk

    ~~ Uses and Strategies ~~

    (No uses/strategies)

    File:Example.png

    Diagonal Jump HK

    Diagonal Jump Roundhouse ub / Uf.png + hk

    ~~ Uses and Strategies ~~

    (No uses/strategies)

    Unique Attacks

    Name Nickname Command Notes
    File:Example.png

    Rear Spin Kick

    Flip Kick df + lk

    ~~ Uses and Strategies ~~

    (No uses/strategies)

    File:Example.png

    Kintekishu

    Toe Kick b + mk

    ~~ Uses and Strategies ~~

    (No uses/strategies)

    File:Example.png

    Tenkukyaku

    Launcher mk Perform after Kintekishu

    ~~ Uses and Strategies ~~

    (No uses/strategies)

    File:Example.png

    Tenshokyaku

    Up Kicks d U.png + mk Perform after Tenkukyaku

    ~~ Uses and Strategies ~~

    (No uses/strategies)

    File:Example.png

    Kakusenshu

    Spin Kick f + mk

    ~~ Uses and Strategies ~~

    (No uses/strategies)

    File:Example.png

    Kakukyakuraku

    Neck Kick df + hk

    ~~ Uses and Strategies ~~

    (No uses/strategies)

    File:Example.pngYosokyaku (1)Headstomp (1) d + mk

    ~~ Uses and Strategies ~~

    (No uses/strategies)

    File:Example.pngYosokyaku (2)Headstomp (2) d + mk Perform after Yosokyaku (1)

    ~~ Uses and Strategies ~~

    (No uses/strategies)

    File:Example.pngYosokyaku (3)Headstomp (3) d + mk Perform after Yosokyaku (2)

    ~~ Uses and Strategies ~~

    (No uses/strategies)

    File:Example.png

    Wall Jump

    Wall Jump (in air, near wall) uf

    ~~ Uses and Strategies ~~

    (No uses/strategies)

    File:Example.png

    Target Combo

    Fierce Fierce hp

    ~~ Uses and Strategies ~~

    (No uses/strategies)

    Focus Attacks

    Name Nickname Command Notes
    File:Example.pngFocus Attack (Level 1)Level 1 Focus mp + mk

    ~~ Uses and Strategies ~~

    (No uses/strategies)

    File:Example.pngFocus Attack (Level 2)Level 2 Focus mp + mk

    ~~ Uses and Strategies ~~

    (No uses/strategies)

    File:Example.pngFocus Attack (Level 3)Level 3 Focus mp + mk

    ~~ Uses and Strategies ~~

    (No uses/strategies)

    Throws

    Name Nickname Command Notes
    File:Example.png

    Koshuto

    Forward Throw f or N.png + Lp.png + lk

    ~~ Uses and Strategies ~~

    (No uses/strategies)

    File:Example.png

    Kirinshu

    Back Throw b + Lp.png + lk

    ~~ Uses and Strategies ~~

    (No uses/strategies)

    File:Example.png

    Ryuseiraku

    Air Throw (in air) Lp.png + lk

    ~~ Uses and Strategies ~~

    (No uses/strategies)

    Special Moves

    Name Nickname Command Notes
    File:Example.png

    Kyakuretsukyaku

    Lightning Kicks press K.png repeatedly ex Requires 5 button presses

    ~~ Uses and Strategies ~~

    (No uses/strategies)

    File:Example.png

    Kikoken

    Fireball b (charge) F.png + P.png ex

    ~~ Uses and Strategies ~~

    (No uses/strategies)

    File:Example.png

    Hazanshu

    Hazanshu hcb + K.pngEx.png ( Ex.png version Armorbreak.png )

    ~~ Uses and Strategies ~~

    (No uses/strategies)

    File:Example.png

    Spinning Bird Kick

    Spinning Bird Kick d (charge) U.png + K.pngEx.png armorbreak

    ~~ Uses and Strategies ~~

    (No uses/strategies)

    Super Combo

    Name Nickname Command Notes
    File:Example.png

    Senretsukyaku

    Super Combo b (charge) F.pngB.pngF.png + k

    ~~ Uses and Strategies ~~

    (No uses/strategies)

    Ultra Combos

    Name Nickname Command Notes
    File:Example.png

    Hosenka

    Ultra Combo I b (charge) F.pngB.pngF.png + 3k.png armorbreak

    ~~ Uses and Strategies ~~

    (No uses/strategies)

    File:Example.png

    Kikosho

    Ultra Combo II qcf Qcf.png + 3p

    ~~ Uses and Strategies ~~

    (No uses/strategies)

    The Basics

    Combos

    Strategy

    Matchups

    Expand for character specific matchups.

    vs. Abel

    SSFIV-Abel Face.jpg (No strategies)

    vs. Adon

    SSFIV-Adon Face.jpg (No strategies)

    vs. Akuma/Gouki

    SSFIV-Akuma Face.jpg (No strategies)

    vs. Balrog/Boxer

    SSFIV-Balrog Face.jpg (No strategies)

    vs. Blanka

    SSFIV-Blanka Face.jpg (No strategies)

    vs. C. Viper

    SSFIV-CViper Face.jpg (No strategies)

    vs. Cammy

    SSFIV-Cammy Face.jpg (No strategies)

    vs. Chun-Li (self)

    SSFIV-ChunLi Face.jpg (No strategies)

    vs. Cody

    SSFIV-Cody Face.jpg (No strategies)

    vs. Dan

    SSFIV-Dan Face.jpg (No strategies)

    vs. Decapre

    SSFIV-Decapre Face.jpg (No strategies)

    vs. Dee Jay

    SSFIV-DeeJay Face.jpg (No strategies)

    vs. Dhalsim

    SSFIV-Dhalsim Face.jpg (No strategies)

    vs. Dudley

    SSFIV-Dudley Face.jpg (No strategies)

    vs. E. Honda

    SSFIV-EHonda Face.jpg (No strategies)

    vs. El Fuerte

    SSFIV-ElFuerte Face.jpg (No strategies)

    vs. Elena

    SSFIV-Elena Face.jpg (No strategies)

    vs. Evil Ryu

    SSFIV-Evil Ryu Face.jpg (No strategies)

    vs. Fei Long

    SSFIV-FeiLong Face.jpg (No strategies)

    vs. Gen

    SSFIV-Gen Face.jpg (No strategies)

    vs. Gouken

    SSFIV-Gouken Face.jpg (No strategies)

    vs. Guile

    SSFIV-Guile Face.jpg (No strategies)

    vs. Guy

    SSFIV-Guy Face.jpg (No strategies)

    vs. Hakan

    SSFIV-Hakan Face.jpg (No strategies)

    vs. Hugo

    SSFIV-Hugo Face.jpg (No strategies)

    vs. Ibuki

    SSFIV-Ibuki Face.jpg (No strategies)

    vs. Juri

    SSFIV-Juri Face.jpg (No strategies)

    vs. Ken

    SSFIV-Ken Face.jpg (No strategies)

    vs. M.Bison/Dictator

    SSFIV-MBison Face.jpg (No strategies)

    vs. Makoto

    SSFIV-Makoto Face.jpg (No strategies)

    vs. Oni

    SSFIV-Oni Face.jpg (No strategies)

    vs. Poison

    SSFIV-Poison Face.jpg (No strategies)

    vs. Rolento

    SSFIV-Rolento Face.jpg (No strategies)

    vs. Rose

    SSFIV-Rose Face.jpg (No strategies)

    vs. Rufus

    SSFIV-Rufus Face.jpg (No strategies)

    vs. Ryu

    SSFIV-Ryu Face.jpg (No strategies)

    vs. Sagat

    SSFIV-Sagat Face.jpg (No strategies)

    vs. Sakura

    SSFIV-Sakura Face.jpg (No strategies)

    vs. Seth

    SSFIV-Seth Face.jpg (No strategies)

    vs. T.Hawk

    SSFIV-THawk Face.jpg (No strategies)

    vs. Vega/Claw

    SSFIV-Vega Face.jpg (No strategies)

    vs. Yang

    SSFIV-Yang Face.jpg (No strategies)

    vs. Yun

    SSFIV-Yun Face.jpg (No strategies)

    vs. Zangief

    SSFIV-Zangief Face.jpg (No strategies)

    Frame Data

    Sours: https://srk.shib.live/w/Ultra_Street_Fighter_IV/Chun-Li
    Chun Li Gold To Platinum! Rookie To Diamond SFV Chun Li Tutorial Pt. 3

    Cindy, feeling that I was close to the finish line, pressed the place behind her scrotum with her fingers and opened her mouth, preparing for the flow. That he was quick to start. She pushed her head back as far as possible, so that I could see my semen falling on her pink tongue, filling her mouth, and how the missing drops, like cloudy tears, crawl down her cheeks.

    God, I've never finished so violently and powerfully before.

    Similar news:

    Would have fun)))) In the meantime, the guys made the beds and sat down on the shelf opposite. I am Sergei, it was Dima who said the one who entered first. I introduced myself to Valera. What sad Sergei asked and not finding what to answer, he just joked. I want to eat, said Dima and began to get food out of the bag.



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