
Chun-Li's Frame Data Street Fighter 3 Third Strike
Guide last updated on
August 16, 2011 at 9:51 p.m. PDT
Moves and Strategies Frame Data
Normal Moves, Command Normals, Other
Move | Parry | Damage | Stun | Cancel Ability | Startup | Active | Recover | Frame Adv. Block | Frame Adv. Hit | Frame Adv. Hit Crouching |
Light Punch | HL | 30 | 3 | Sp*Su | 2 | 1 | 6 | 2 | 2 | 2 |
Medium Punch | H | 100 | 11 | Sp*Su | 6 | 6 | 9 | -2 | -1 | 0 |
Hard Punch | H | 110 | 11 | - | 8 | 5 | 17 | -2 | 0 | 2 |
Light Kick | HL | 40 | 3 | - | 3 | 4 | 9 | 1 | 1 | 1 |
Medium Kick | H | 80 | 5 | - | 6 | 1 | 15 | -2 | 0 | 0 |
Hard Kick | H | 120 | 15(13) | - | 4 | 8 | 12 | -3 | -1 | 1 |
Far Light Punch | HL | 20 | 3 | C*Sp*Su | 3 | 4 | 4 | 2 | 2 | 2 |
Far Medium Kick | H | 90 | 11 | - | 7 | 5 | 19 | -5 | -3 | -1 |
Far Hard Kick | H | 120 | 13 | - | 12 | 1 | 15 | 0 | 2 | 4 |
Crouching Light Punch | HL | 20 | 3 | C*Sp*Su | 2 | 3 | 5 | 3 | 3 | 3 |
Crouching Medium Punch | L | 90 | 3 | - | 8 | 3 | 18 | -4 | -3 | -2 |
Crouching Hard Punch | HL | 110 | 5(13) | Sp*Su | 8 | 3 | 22 | -1 | 1 | 3 |
Crouching Light Kick | L | 20 | 3 | C | 4 | 1 | 6 | 3 | 3 | 3 |
Crouching Medium Kick | L | 90 | 3 | Sp*Su | 6 | 1 | 14 | -2 | -1 | 0 |
Crouching Hard Kick | HL | 110 | 5 | - | 7 | 2 | 21 | -7 | Down | Down |
Jump Up Light Punch | H | 40 | 7 | - | 4 | - | - | - | - | - |
Jump Up Medium Punch | H | 80 | 11 | - | 7 | - | - | - | - | - |
Jump Up Hard Punch | H | 130 | 15 | - | 10 | 3 | - | - | - | - |
Jump Up Light Kick | H | 40 | 7 | - | 5 | 22 | - | - | - | - |
Jump Up Medium Kick | H | 80 | 9 | - | 6 | 2 | - | - | - | - |
Jump Up Hard Kick | H | 130 | 13 | - | 8 | 5 | - | - | - | - |
Jumping Light Punch | H | 40 | 7 | - | 2 | - | - | - | - | - |
Jumping Medium Punch | H | 60 | 9 | - | 4 | - | - | - | - | - |
Jumping Hard Punch | H | 80 | 9 | - | 9 | 7 | - | - | - | - |
Jumping Light Kick | H | 50 | 5 | - | 5 | - | - | - | - | - |
Jumping Medium Kick | H | 90 | 9 | - | 6 | 13 | - | - | - | - |
Jumping Hard Kick | H | 110 | 13 | - | 10 | 3 | - | - | - | - |
Back + Medium Punch | H | 60+50 | 7+9 | Sp*Su | 5 | 1*1 | 18 | -2 | - | - |
Back + Hard Punch | H | 130 | - | Sp*Su | 7 | 8 | 10 | -1 | - | - |
Toward + Medium Kick | H | 80 | 5 | - | 11 | 6 | 11 | 0 | - | - |
Down-Toward + Hard Kick | H | 110 | 13 | - | 37 | 4 | 2 | 9 | - | - |
Head Stomp (Down + MK in the air) | H | 50 | 5 | - | 9 | - | - | - | - | - |
Universal Overhead | H | - | - | - | 16~25 | - | - | -5 ~ +7 | 0 ~ +8 | +1 ~ +9 |
Throw | - | 120 | 9 | - | 2 | 1 | 21 | - | - | - |
Air Throw | - | 80 | 9 | - | 2 | 1 | - | - | - | - |
Move | Parry | Damage | Stun | Cancel Ability | Startup | Active | Recover | Frame Adv. Block | Frame Adv. Hit | Frame Adv. Hit Crouching |
Special Moves and Super Arts
Move | Parry | Damage | Stun | Cancel Ability | Startup | Active | Recover | Frame Adv. Block |
Fireball Light Punch | H | 45 | 3 | Su | 14 | 1 | 45 | -17 |
Fireball Medium Punch | H | 50 | 3 | Su | 13 | 1 | 38 | -10 |
Fireball Hard Punch | H | 60 | 3 | Su | 11 | 1 | 32 | -4 |
Fireball EX | H | 80 | 3 | Su | 16 | 1 | 41 | -7 |
Lightning Legs Light Kick | H | 40+20 | 3+5 | - | 6*3 | 1*1 | - | - |
- | H | 30+20 | 3+3 | - | 3*3 | 1*1 | 12 | 3 |
Lightning Legs Medium Kick | H | 40+20 | 3+5 | - | 6*3 | 1*1 | - | - |
- | H | 30+20 | 3+3 | - | 3*3 | 1*1 | 13 | 1 |
Lightning Legs Hard Kick | H | 50+20 | 3+5 | - | 5*2 | 1*1 | - | - |
- | H | 40+30 | 3+3 | - | 2*2 | 1*1 | 15 | -1 |
Lightning Legs EX | H | 60+40 | 3+5 | - | 3*2 | 1*1 | - | - |
- | H | 40+40 | 3+3 | - | 2*2 | 1*1 | 17 | -3 |
Spinning Bird Kick Light | H | 50+30 | 7+3 | - | 12 | 1*1 | - | - |
- | H | 30+30 | 3+5 | - | 5*5 | 1*1 | 21 | -2 |
Spinning Bird Kick Medium | H | 50+25+25 | 7+3+3 | - | 14*1*15 | 1*1*1 | - | - |
- | H | 25+25+25 | 3+3+3 | - | 5*5*5 | 1*1*1 | 22 | -2 |
Spinning Bird Kick Hard | H | 50+25(x6) | 5+3(x6) | - | 17*1*4(x5) | 1*1*1(x5) | - | - |
- | H | 30 | 3 | - | 4 | 1 | 22 | -2 |
Spinning Bird Kick (EX) | H | 50+40+50 | 7+3+7 | - | 12*4*4 | 1*1*1 | - | - |
- | H | 40+50 | 3+7 | - | 4*4 | 1*1 | 22 | -8 |
Overhead Flip Kick Light | H | 100 | 11 | - | 22 | 2 | 18 | -2 |
Overhead Flip Kick Medium | H | 110 | 13 | - | 24 | 2 | 18 | -2 |
Overhead Flip Kick Hard | H | 120 | 15 | - | 29 | 2 | 17 | -1 |
Overhead Flip Kick EX | H | 160 | 17 | - | 31 | 1 | 18 | -2 |
SA1 – Kikoshou | HL | 40(x3) | 0 | - | 1 | 1(x3) | - | - |
- | HL | 35 | 0 | - | - | 1 | - | - |
- | HL | 35 | 0 | - | - | 1 | - | - |
- | HL | 35(x3) | 0 | - | - | 1(x3) | - | - |
- | HL | 35(x2) | 0 | - | - | 1(x2) | - | - |
- | HL | 35(x2) | 0 | - | 2(x2) | 1(x2) | - | - |
- | HL | 35(x2) | 0 | - | 2(x2) | 1(x2) | - | - |
- | HL | 35 | 0 | - | 2 | 1 | - | - |
- | HL | 35(x5) | 0 | - | 2(x5) | 1(x5) | 48 | -38 |
SA2 – Houyoku Sen | H | 30 | 3 | - | 3 | 1 | - | - |
- | H | 40 | 3 | - | 2 | 1 | - | - |
- | H | 40 | 3 | - | 2 | 1 | - | - |
- | H | 40 | 3 | - | 2 | 1 | - | - |
- | H | 30 | 3 | - | 2 | 1 | - | - |
- | H | 40 | 3 | - | 2 | 1 | - | - |
- | H | 40+40 | 3*3 | - | 2*2 | 1*1 | - | - |
- | H | 30 | 3 | - | 15 | 1 | - | - |
- | H | 40 | 3 | - | 2 | 1 | - | - |
- | H | 40 | 3 | - | 2 | 1 | - | - |
- | H | 40 | 3 | - | 2 | 1 | - | - |
- | H | 30 | 3 | - | 2 | 1 | - | - |
- | H | 40 | 3 | - | 2 | 1 | - | - |
- | H | 40 | 3 | - | 2 | 1 | - | - |
- | H | 40 | 3 | - | 2 | 1 | - | - |
Finish | H | 200 | 9 | - | 25 | 2 | 35 | -23 |
SA3 – Tensei Ranka | HL | 80 | 3 | - | 3 | 2 | - | - |
- | 25(x4) | - | HL | - | - | 3*2*2*2 | 1(x4) | - |
- | 30 | - | HL | - | - | 2 | 1 | - |
- | 30 | - | HL | - | - | 1 | 2 | - |
- | 30 | - | HL | - | - | 1 | 3 | - |
- | 140 | -30 | H | - | - | 7 | 1 | 46 |
Move | Parry | Damage | Stun | Cancel Ability | Startup | Active | Recover | Frame Adv. Block |
Frame data submitted by Trajanus.
Chun-Li's Frame Data Super Street Fighter 4 Arcade Edition
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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.

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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.
Strengths | Weaknesses |
---|---|
|
|
Season 5
Players to Watch
- Humanbomb
- Ludovic
- MOV
- Punk
Chun-Li #SFV_CNL | |
---|---|
![]() | |
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.
|
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.
|
Confirm windows | Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.
|
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.
|
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


Normal | Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|---|
4 | 2 | 8 | 5 | |||
Damage | Stun | Attack | Block | |||
30 | 70 | H | 2 | |||
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VT1 | Startup | Active | Recovery | Hit | ||
4 | 5 | 5 | 6 | |||
Damage | Stun | Attack | Block | |||
40 | 70 | H | 2 | |||
|
5MP
Stand MP
5MP


Normal | Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|---|
5 | 3 | 9 | 6 | |||
Damage | Stun | Attack | Block | |||
60 | 100 | H | 3 | |||
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VT1 | Startup | Active | Recovery | Hit | ||
5 | 3 | 9 | 8 | |||
Damage | Stun | Attack | Block | |||
60*5 (70) | 100 | H | 3 | |||
|
5HP
Stand HP
5HP


Normal | Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|---|
11 | 2 | 18 | 0 | |||
Damage | Stun | Attack | Block | |||
80 | 150 | H | -4 | |||
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VT1 | Startup | Active | Recovery | Hit | ||
11 | 4 | 18 | 2 | |||
Damage | Stun | Attack | Block | |||
80*10 (90) | 150 | H | -5 | |||
|
5LK
Stand LK
5LK


Normal | Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|---|
5 | 3 | 7 | 1 | |||
Damage | Stun | Attack | Block | |||
40 | 70 | H | -3 | |||
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VT1 | Startup | Active | Recovery | Hit | ||
5 | 4 | 6 | 1 | |||
Damage | Stun | Attack | Block | |||
50 | 70 | H | -3 | |||
|
5MK
Stand MK
5MK


Normal | Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|---|
8 | 3 | 15 | 2 | |||
Damage | Stun | Attack | Block | |||
70 | 100 | H | -2 | |||
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VT1 | Startup | Active | Recovery | Hit | ||
8 | 4 | 14 | 4 | |||
Damage | Stun | Attack | Block | |||
75*5 (80) | 100 | H | -2 | |||
|
5HK
Stand HK
5HK


Normal | Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|---|
12 | 3 | 16 | 1 | |||
Damage | Stun | Attack | Block | |||
90 | 150 | H | -2 | |||
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VT1 | Startup | Active | Recovery | Hit | ||
12 | 3 | 16 | 1 | |||
Damage | Stun | Attack | Block | |||
90*5*5 (100) | 150 | H | -2 | |||
|
2LP
Crouch LP
2LP


Normal | Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|---|
4 | 3 | 5 | 5 | |||
Damage | Stun | Attack | Block | |||
30 | 70 | H | 2 | |||
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VT1 | Startup | Active | Recovery | Hit | ||
4 | 4 | 4 | 6 | |||
Damage | Stun | Attack | Block | |||
40 | 70 | H | 2 | |||
|
2MP
Crouch MP
2MP


Normal | Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|---|
10 | 9 | 18 | -3 | |||
Damage | Stun | Attack | Block | |||
60 | 100 | L | -8 | |||
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VT1 | Startup | Active | Recovery | Hit | ||
10 | 9 | 18 | -2 | |||
Damage | Stun | Attack | Block | |||
65*5 (70) | 100 | L | -8 | |||
|
2HP
Crouch HP
2HP


Normal | Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|---|
7 | 2(10)2 | 17 | 2 | |||
Damage | Stun | Attack | Block | |||
60*40 (100) | 100*50 (150) | H*H | -5 | |||
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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 | |||
|
2LK
Crouch LK
2LK


Normal | Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|---|
3 | 2 | 8 | 2 | |||
Damage | Stun | Attack | Block | |||
20 | 70 | L | -1 | |||
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VT1 | Startup | Active | Recovery | Hit | ||
3 | 3 | 7 | 4 | |||
Damage | Stun | Attack | Block | |||
30 | 70 | L | -1 | |||
|
2MK
Crouch MK
2MK


Normal | Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|---|
6 | 2 | 16 | 2 | |||
Damage | Stun | Attack | Block | |||
50 | 100 | L | -2 | |||
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VT1 | Startup | Active | Recovery | Hit | ||
6 | 2 | 14 | 4 | |||
Damage | Stun | Attack | Block | |||
55*5 (60) | 100 | L | -2 | |||
|
2HK
Crouch HK
2HK


Normal | Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|---|
8 | 3 | 24 | KD | |||
Damage | Stun | Attack | Block | |||
90 | 150 | L | -12 | |||
![]() | ||||||
VT1 | Startup | Active | Recovery | Hit | ||
8 | 4 | 23 | KD | |||
Damage | Stun | Attack | Block | |||
90*5*5 (100) | 150 | L | -12 | |||
|
8LP
Jump LP
8LP


Normal | Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|---|
3 | 5 | - | - | |||
Damage | Stun | Attack | Block | |||
40 | 70 | M | - | |||
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VT1 | Startup | Active | Recovery | Hit | ||
3 | 5 | - | - | |||
Damage | Stun | Attack | Block | |||
50 | 70 | M | - |
8MP
Jump MP
8MP


Normal | Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|---|
6 | 4 | - | - | |||
Damage | Stun | Attack | Block | |||
60 | 100 | M | - | |||
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VT1 | Startup | Active | Recovery | Hit | ||
6 | 4 | - | - | |||
Damage | Stun | Attack | Block | |||
65*5 (70) | 100 | M | - | |||
|
8HP
Jump HP
8HP


Normal | Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|---|
6 | 4(2)4 | - | - | |||
Damage | Stun | Attack | Block | |||
50*50 (100) | 100*50 (150) | M*M | - | |||
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VT1 | Startup | Active | Recovery | Hit | ||
6 | 4(2)4 | - | - | |||
Damage | Stun | Attack | Block | |||
45*5*5*45*5*5 (110) | 100*50 | M*M | - | |||
|
8LK
Jump LK
8LK


Normal | Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|---|
4 | 7 | - | - | |||
Damage | Stun | Attack | Block | |||
40 | 70 | M | - | |||
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VT1 | Startup | Active | Recovery | Hit | ||
4 | 7 | - | - | |||
Damage | Stun | Attack | Block | |||
50 | 70 | M | - | |||
|
8MK
Jump MK
8MK


Normal | Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|---|
6 | 5 | - | - | |||
Damage | Stun | Attack | Block | |||
60 | 100 | M | - | |||
![]() | ||||||
VT1 | Startup | Active | Recovery | Hit | ||
6 | 5 | - | - | |||
Damage | Stun | Attack | Block | |||
65*5 (70) | 100 | M | - | |||
|
7 or 9HK
Jump HK
7 or 9HK


Normal | Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|---|
7 | 6 | - | - | |||
Damage | Stun | Attack | Block | |||
90 | 150 | M | - | |||
![]() | ||||||
VT1 | Startup | Active | Recovery | Hit | ||
7 | 6 | - | - | |||
Damage | Stun | Attack | Block | |||
90*5*5 (100) | 150 | M | - | |||
|
8HK
Neutral Jump HK
8HK


Normal | Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|---|
7 | 5 | - | - | |||
Damage | Stun | Attack | Block | |||
90 | 150 | M | - | |||
![]() | ||||||
VT1 | Startup | Active | Recovery | Hit | ||
7 | 5 | - | - | |||
Damage | Stun | Attack | Block | |||
90*5*5 (100) | 150 | M | - | |||
|
Command Normals
4 or 6MP
Tsuitotsuken
4 or 6MP


Normal | Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|---|
7 | 2 | 12 | 3 | |||
Damage | Stun | Attack | Block | |||
65 | 100 | H | 0 | |||
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VT1 | Startup | Active | Recovery | Hit | ||
7 | 3 | 11 | 4 | |||
Damage | Stun | Attack | Block | |||
70*5 (75) | 100 | H | 0 | |||
|
4HP
Hakkei
4HP


Normal | Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|---|
7 | 5 | 13(18) | 3 | |||
Damage | Stun | Attack | Block | |||
90 | 150 | H | 2 | |||
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VT1 | Startup | Active | Recovery | Hit | ||
7 | 7 | 11 | 6 | |||
Damage | Stun | Attack | Block | |||
90*5*5 (100) | 150 | H | 2 | |||
|
3MK
Senenshu
3MK


Normal | Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|---|
26 | 2 | 16 | 2 | |||
Damage | Stun | Attack | Block | |||
70 | 100 | M | -2 | |||
![]() | ||||||
VT1 | Startup | Active | Recovery | Hit | ||
26 | 2 | 16 | 4 | |||
Damage | Stun | Attack | Block | |||
75*5 (80) | 100 | M | -2 | |||
|
4HK
Tenkukyaku
4HK


Normal | Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|---|
8 | 5 | 13 | 2 | |||
Damage | Stun | Attack | Block | |||
80 | 150 | H | 0 | |||
![]() | ||||||
VT1 | Startup | Active | Recovery | Hit | ||
8 | 5 | 13 | 2 | |||
Damage | Stun | Attack | Block | |||
80*5*5 (90) | 150 | H | 0 | |||
|
6HK
Yokusenkyaku
6HK


Normal | Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|---|
18 | 5 | 13(18) | 2 | |||
Damage | Stun | Attack | Block | |||
80 | 150 | H | -2 | |||
![]() | ||||||
VT1 | Startup | Active | Recovery | Hit | ||
18 | 5 | 13(18) | 4 | |||
Damage | Stun | Attack | Block | |||
80*5*5 (90) | 150 | H | -2 | |||
|
3HK
Kakurakukyaku
3HK


Normal | Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|---|
34 | 7 | 6 | 6(10) | |||
Damage | Stun | Attack | Block | |||
80 | 150 | M | 2(6) | |||
![]() | ||||||
VT1 | Startup | Active | Recovery | Hit | ||
34 | 7 | 6 | 7 | |||
Damage | Stun | Attack | Block | |||
80*5*5 (90) | 150 | M | 3 | |||
|
2MK (air)
Yosokyaku
2MK (air)


Normal | Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|---|
5+4+5 | 4 | 4 | - | |||
Damage | Stun | Attack | Block | |||
40*45*48 (133) | 60*54*48 (162) | M | - | |||
![]() | ||||||
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 | - | |||
|
Throws
LPLK
Koshuto
Throw
LPLK

Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|
5 | 3 | 17 | KD | ||
Damage | Stun | Attack | Block | ||
120 | 150 | T | KD | ||
![]() |
4LPLK
Tenshin Shushu
Back Throw
4LPLK

Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|
5 | 3 | 17 | KD | ||
Damage | Stun | Attack | Block | ||
140 | 200 | T | KD | ||
![]() |
Special Moves
9 during jump near wall
Sankaku Tobi
9 during jump near wall

Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|
- | - | - | - | ||
Damage | Stun | Attack | Block | ||
- | - | - | - | ||
![]() |
46LP
LP Kikoken
46LP


Normal | Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|---|
13 | - | 33 | 0 | |||
Damage | Stun | Attack | Block | |||
60 | 100 | H | -6 | |||
![]() | ||||||
VT1 | Startup | Active | Recovery | Hit | ||
13 | - | 33 | 0 | |||
Damage | Stun | Attack | Block | |||
60 | 100 | H | -6 | |||
|
46MP
Normal | Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|---|
11 | - | 34 | -1 | |||
Damage | Stun | Attack | Block | |||
60 | 100 | H | -5 | |||
![]() | ||||||
VT1 | Startup | Active | Recovery | Hit | ||
11 | - | 34 | -1 | |||
Damage | Stun | Attack | Block | |||
60 | 100 | H | -5 | |||
|
46HP
Normal | Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|---|
9 | - | 35 | -1 | |||
Damage | Stun | Attack | Block | |||
60 | 100 | H | -4 | |||
![]() | ||||||
VT1 | Startup | Active | Recovery | Hit | ||
9 | - | 35 | -1 | |||
Damage | Stun | Attack | Block | |||
60 | 100 | H | -4 | |||
|
46PP
EX Kikoken
46PP


Normal | Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|---|
11 | - | 27 | 4 | |||
Damage | Stun | Attack | Block | |||
40*60 (100) | 0*100 (100) | H*H | 1 | |||
![]() | ||||||
VT1 | Startup | Active | Recovery | Hit | ||
11 | - | 27 | 4 | |||
Damage | Stun | Attack | Block | |||
50*70 (120) | 0*100 | H*H | 1 | |||
|
236LK
LK Hyakuretsukyaku
236LK


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 | |||
![]() | ||||||
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 | |||
|
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 | |||
![]() | ||||||
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 | |||
|
236HK
HK Hyakuretsukyaku
236HK


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 | |||
![]() | ||||||
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 | |||
|
236KK
EX Hyakuretsukyaku
236KK


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 | |||
![]() | ||||||
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 | |||
|
236LK(air)
LK Air Hyakuretsukyaku
236LK(air)


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) | |||
![]() | ||||||
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) | |||
|
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) | |||
![]() | ||||||
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) | |||
|
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) | |||
![]() | ||||||
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) | |||
|
236KK(air)
EX Air Hyakuretsukyaku
236KK(air)


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 | |||
![]() | ||||||
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 | |||
|
28LK
LK Spinning Bird Kick
28LK


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 | |||
![]() | ||||||
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 | |||
|
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 | |||
![]() | ||||||
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 | |||
|
28HK
Data frame chun li


Chun-Li

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 / ![]() |
~~ Uses and Strategies ~~ (No uses/strategies) | |||
File:Example.png | Diagonal Jump MP | Diagonal Jump Strong | ub / ![]() |
~~ Uses and Strategies ~~ (No uses/strategies) | |||
File:Example.png | Diagonal Jump HP | Diagonal Jump Fierce | ub / ![]() |
~~ Uses and Strategies ~~ (No uses/strategies) | |||
File:Example.png | Diagonal Jump LK | Diagonal Jump Short | ub / ![]() |
~~ Uses and Strategies ~~ (No uses/strategies) | |||
File:Example.png | Diagonal Jump MK | Diagonal Jump Forward | ub / ![]() |
~~ Uses and Strategies ~~ (No uses/strategies) | |||
File:Example.png | Diagonal Jump HK | Diagonal Jump Roundhouse | ub / ![]() |
~~ 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 ![]() | 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.png | Yosokyaku (1) | Headstomp (1) | d + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:Example.png | Yosokyaku (2) | Headstomp (2) | d + mk | Perform after Yosokyaku (1) |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:Example.png | Yosokyaku (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.png | Focus Attack (Level 1) | Level 1 Focus | mp + mk |
~~ Uses and Strategies ~~ (No uses/strategies) | |||
File:Example.png | Focus Attack (Level 2) | Level 2 Focus | mp + mk |
~~ Uses and Strategies ~~ (No uses/strategies) | |||
File:Example.png | Focus 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 ![]() ![]() |
~~ Uses and Strategies ~~ (No uses/strategies) | |||
File:Example.png | Kirinshu | Back Throw | b + ![]() |
~~ Uses and Strategies ~~ (No uses/strategies) | |||
File:Example.png | Ryuseiraku | Air Throw | (in air) ![]() |
~~ Uses and Strategies ~~ (No uses/strategies) |
Special Moves
Name | Nickname | Command | Notes | |
File:Example.png | Kyakuretsukyaku | Lightning Kicks | press ![]() | Requires 5 button presses |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:Example.png | Kikoken | Fireball | b (charge) ![]() ![]() | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:Example.png | Hazanshu | Hazanshu | hcb + ![]() ![]() ![]() ![]() | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:Example.png | Spinning Bird Kick | Spinning Bird Kick | d (charge) ![]() ![]() ![]() | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Super Combo
Name | Nickname | Command | Notes |
File:Example.png | Senretsukyaku | Super Combo | b (charge) ![]() ![]() ![]() |
~~ Uses and Strategies ~~ (No uses/strategies) |
Ultra Combos
Name | Nickname | Command | Notes |
File:Example.png | Hosenka | Ultra Combo I | b (charge) ![]() ![]() ![]() ![]() |
~~ Uses and Strategies ~~ (No uses/strategies) | |||
File:Example.png | Kikosho | Ultra Combo II | qcf ![]() |
~~ Uses and Strategies ~~ (No uses/strategies) |
The Basics
Combos
Strategy
Matchups
Expand for character specific matchups.
vs. Abel
(No strategies)
vs. Adon
(No strategies)
vs. Akuma/Gouki
(No strategies)
vs. Balrog/Boxer
(No strategies)
vs. Blanka
(No strategies)
vs. C. Viper
(No strategies)
vs. Cammy
(No strategies)
vs. Chun-Li (self)
(No strategies)
vs. Cody
(No strategies)
vs. Dan
(No strategies)
vs. Decapre
(No strategies)
vs. Dee Jay
(No strategies)
vs. Dhalsim
(No strategies)
vs. Dudley
(No strategies)
vs. E. Honda
(No strategies)
vs. El Fuerte
(No strategies)
vs. Elena
(No strategies)
vs. Evil Ryu
(No strategies)
vs. Fei Long
(No strategies)
vs. Gen
(No strategies)
vs. Gouken
(No strategies)
vs. Guile
(No strategies)
vs. Guy
(No strategies)
vs. Hakan
(No strategies)
vs. Hugo
(No strategies)
vs. Ibuki
(No strategies)
vs. Juri
(No strategies)
vs. Ken
(No strategies)
vs. M.Bison/Dictator
(No strategies)
vs. Makoto
(No strategies)
vs. Oni
(No strategies)
vs. Poison
(No strategies)
vs. Rolento
(No strategies)
vs. Rose
(No strategies)
vs. Rufus
(No strategies)
vs. Ryu
(No strategies)
vs. Sagat
(No strategies)
vs. Sakura
(No strategies)
vs. Seth
(No strategies)
vs. T.Hawk
(No strategies)
vs. Vega/Claw
(No strategies)
vs. Yang
(No strategies)
vs. Yun
(No strategies)
vs. Zangief
(No strategies)
Frame Data
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.
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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.