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{{Infobox Character SSF2T | |||
|name=Chun-Li | |||
|image = ChunLi.png | |||
|dmgscal = 27/32 | |||
|fwalk = 64 | |||
|bwalk = 48 | |||
|prejump = 3 | |||
|njumpdr = 45 | |||
|fjumpdr = 44+ | |||
|bjumpdr = 46 | |||
|landing = {{Tooltip | text=7* | hovertext = Can be canceled into a throw from Frame 1 onward, or jumps, attacks, or blocks on Frame 2 onward.}} | |||
|jumpa = 114 | |||
|fjumpdt = 166 | |||
|bjumpdt = 177 | |||
|skdr = 35 | |||
|hkdr = 69 | |||
}} | |||
{{TOClimit|3}} | {{TOClimit|3}} | ||
==Normal Moves== | |||
<b>Disclaimer</b>: To better understand the diagrams, read [https://wiki.supercombo.gg/w/Super_Street_Fighter_2_Turbo/FAQ#SSF2T.27s_Wiki_Diagram_Conventions this]. | |||
=== | ===Standing Normals=== | ||
--[[ | ===== <span class="invisible-header">cllp</span> ===== | ||
{{MoveData | |||
| name = Close Jab | |||
| input = 5LP / cl.{{lp}} | |||
| subtitle = Close Light Punch | |||
| image = ChunLi_stcljab3.png | |||
| imageSize = 90x92px | |||
| caption = | |||
| data = | |||
{{AttackData-SSF2T | |||
|damage = {{tooltip|text=18[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}} | |||
|dizzy= 0~5 | |||
|dizzytime= 40 | |||
|cancel = Chain, Special, Super | |||
|guard = Mid | |||
|startup= 4 | |||
|active= 4 | |||
|recovery= 4 | |||
|total = 12 | |||
|frameAdv = +5 | |||
|actrange = 0~21 | |||
|meter = 2/1 | |||
|description= A quick rapid-fire jab. | |||
*Mainly used for combos and as a tick for characters who can't duck it. | |||
*This does massive damage for a mashable light attack. | |||
*Sometimes this can trade as an anti-air in Chun's favor. | |||
}} | |||
}} | |||
=== | <span class="mw-customtoggle-cllp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | ||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-cllp"> | |||
{{STDiagramHeader}} | |||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_stcljab1&5.png}} |{{STDiagramImageCell| 1 | ChunLi_stcljab2&4.png}} |{{STDiagramImageCell| 1 | ChunLi_stcljab3.png}} |{{STDiagramImageCell| 1 | ChunLi_stcljab2&4.png}} |{{STDiagramImageCell| 1 | ChunLi_stcljab1&5.png}} | |||
{| | |||
| | |||
|- | |- | ||
| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 1}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} | ||
|- | |- | ||
| | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 4}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 2 | 4}} | ||
|} | |} | ||
== | </div> | ||
< | |||
=== | ==== <span class="invisible-header">frlp</span> ==== | ||
{{MoveData | |||
| name = Far Jab | |||
| input = 5LP / cl.{{lp}} | |||
| subtitle = Far Light Punch | |||
| image = ChunLi_stfarjab2.png | |||
| imageSize = 102x92px | |||
| caption = | |||
| data = | |||
{{AttackData-SSF2T | |||
|damage = {{tooltip|text=4[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}} | |||
|dizzy= 0~5 | |||
|dizzytime= 40 | |||
|cancel = Chain, Special, Super | |||
|guard = Mid | |||
|startup= 3 | |||
|active= 2 | |||
|recovery= 8 | |||
|total = 13 | |||
|frameAdv = +3 | |||
|actrange = 22+ | |||
|meter = 2/1 | |||
|description= A rapid-fire slap. | |||
*Good priority lets you mash to deal with moves like Blanka's Roll and Honda's Headbutt. | |||
*Can work as a far away anti-air in some situations. | |||
}} | |||
}} | |||
<span class="mw-customtoggle-frlp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-frlp"> | |||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell| | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_stfarjab1&5.png}} |{{STDiagramImageCell| 1 | ChunLi_stfarjab2.png}} |{{STDiagramImageCell| 1 | ChunLi_stfarjab3.png}} |{{STDiagramImageCell| 1 | ChunLi_stfarjab4.png}} |{{STDiagramImageCell| 1 | ChunLi_stfarjab1&5.png}} | ||
|- | |- | ||
{{STDiagramCell| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} | ||
|- | |- | ||
{{STDiagramCell| | {{STDiagramCell| Simplified}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCellColSpan | 3 | 8}} | ||
|} | |} | ||
*< | </div> | ||
==== <span class="invisible-header">clmp</span> ==== | |||
{{MoveData | |||
| name = Close Strong | |||
| input = 5MP / cl.{{mp}} | |||
| subtitle = Close Medium Punch | |||
| image = ChunLi_stclstrng3.png | |||
| imageSize = 105x90px | |||
| caption = It is now your turn, forever. | |||
| data = | |||
{{AttackData-SSF2T | |||
|damage ={{tooltip|text=22[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}} | |||
|dizzy= 5~11 | |||
|dizzytime= 60 | |||
|cancel = Special, Super | |||
|guard = Mid | |||
|startup= 5 | |||
|active= 4 | |||
|recovery= 4 | |||
|total = 13 | |||
|frameAdv = +10 | |||
|actrange = 0~36 | |||
|meter = 4/3 | |||
|description= A punch with huge frame advantage. | |||
*The huge frame advantage coupled with Chun's walking speed allows you to apply some nasty pressure. Mix them up with a throw or a low. You can also link into just about anything for combos. | |||
*Also OK as a trade anti-air. | |||
*Only Cammy and Blanka can crouch under this. | |||
}} | |||
}} | |||
<span class="mw-customtoggle-clmp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-clmp"> | |||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell| | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_stclstrng1&5.png}} |{{STDiagramImageCell| 1 | ChunLi_stclstrng2&4.png}} |{{STDiagramImageCell| 1 | ChunLi_stclstrng3.png}} |{{STDiagramImageCell| 1 | ChunLi_stclstrng2&4.png}} |{{STDiagramImageCell| 1 | ChunLi_stclstrng1&5.png}} | ||
|- | |- | ||
{{ | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} | ||
|- | |- | ||
{{ | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 5}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 2 | 4}} | ||
|} | |} | ||
*< | </div> | ||
==== <span class="invisible-header">frmp</span> ==== | |||
{{MoveData | |||
| name = Far Strong | |||
| input = 5MP / fr.{{mp}} | |||
| subtitle = Far Medium Punch | |||
| image = ChunLi_stfarstrng3.png | |||
| imageSize = 143x83px | |||
| caption = | |||
| data = | |||
{{AttackData-SSF2T | |||
|damage ={{tooltip|text=22[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}} | |||
|dizzy= 5~11 | |||
|dizzytime= 60 | |||
|cancel = Special, Super | |||
|guard = Mid | |||
|startup= 5 | |||
|active= 4 | |||
|recovery= 4 | |||
|total = 13 | |||
|frameAdv = +10 | |||
|actrange = 37+ | |||
|meter = 4/3 | |||
|description= A poke with the same excellent frame advantage as the close version. | |||
*Hits the entire cast whether they crouch or stand. | |||
*Essentially an option select into Chun's damaging Strong throw. | |||
}} | |||
}} | |||
<span class="mw-customtoggle-frmp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-frmp"> | |||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell| | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_stfarstrng1&5.png}} |{{STDiagramImageCell| 1 | ChunLi_stfarstrng2&4.png}} |{{STDiagramImageCell| 1 | ChunLi_stfarstrng3.png}} |{{STDiagramImageCell| 1 | ChunLi_stfarstrng2&4.png}} |{{STDiagramImageCell| 1 | ChunLi_stfarstrng1&5.png}} | ||
|- | |- | ||
{{STDiagramCell| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} | | ||
|- | |- | ||
{{STDiagramCell| | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | 5}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan | 2 | 4}} | ||
{{STDiagramCellColSpan| 2 | | |||
{{STDiagramCellColSpan| 2 | |||
|} | |} | ||
</div> | |||
==== <span class="invisible-header">clhp</span> ==== | |||
{{MoveData | |||
| name = Close Fierce | |||
| input = 5HP / cl.{{hp}} | |||
| subtitle = Close Heavy Punch | |||
| image = ChunLi_stclfrc2.png | |||
| imageSize = 111x85px | |||
| caption = | |||
| data = | |||
{{AttackData-SSF2T | |||
|damage ={{tooltip|text=24[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}} | |||
|dizzy= 10~16 | |||
|dizzytime= 80 | |||
|cancel = Special, Super | |||
|guard = Mid | |||
|startup= 4 | |||
|active= 20 | |||
|recovery= 11 | |||
|total = 35 | |||
|frameAdv = -9 | |||
|actrange = 0~41 | |||
|meter = 5/4 | |||
|description= A double open palmed strike. | |||
*Can cancel into fireball or Super in combos. | |||
*You can also use this as a meaty for massive frame advantage, or for setting up frame traps. Otherwise, this move is pretty unsafe. | |||
*This can usually work as a ground crossup if you're behind your opponent, but it's not very useful in that aspect. | |||
}} | |||
}} | |||
<span class="mw-customtoggle-clhp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-clhp"> | |||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell| | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_stclfrc1&3.png}} |{{STDiagramImageCell| 1 | ChunLi_stclfrc2.png}} |{{STDiagramImageCell| 1 | ChunLi_stclfrc1&3.png}} | ||
|- | |- | ||
{{ | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 20}} |{{STDiagramCell| 11}} | ||
|- | |- | ||
{{ | {{STDiagramCell| Simplified}} |{{STDiagramCell| 4}} |{{STDiagramCell| 20}} |{{STDiagramCell| 11}} | ||
|} | |} | ||
</div> | |||
==== <span class="invisible-header">frhp</span> ==== | |||
{{MoveData | |||
| name = Far Fierce | |||
| input = 5HP / fr.{{hp}} | |||
| subtitle = Far Heavy Punch | |||
| image = ChunLi_stfarfrc3.png | |||
| imageSize = 145x82px | |||
| caption = | |||
| data = | |||
{{AttackData-SSF2T | |||
|damage ={{tooltip|text=24[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}} | |||
|dizzy= 10~16 | |||
|dizzytime= 80 | |||
|cancel = Super | |||
|guard = Mid | |||
|startup= 6 | |||
|active= 6 | |||
|recovery= 18 | |||
|total = 30 | |||
|frameAdv = -2 | |||
|actrange = 42+ | |||
|meter = 5/4 | |||
|description= A powered-up high punch. | |||
*Deceptively fast startup, decent for punishment, and a surprisingly good anti air. | |||
}} | |||
}} | |||
<span class="mw-customtoggle-frhp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-frhp"> | |||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell| | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_stfarfrc1.png}} |{{STDiagramImageCell| 1 | ChunLi_stfarfrc2&4.png}} |{{STDiagramImageCell| 1 | ChunLi_stfarfrc3.png}} |{{STDiagramImageCell| 1 | ChunLi_stfarfrc2&4.png}} |{{STDiagramImageCell| 1 | ChunLi_stfarfrc5.png}} |{{STDiagramImageCell| 1 | ChunLi_stfarfrc6.png}} | ||
|- | |- | ||
{{STDiagramCell| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 6}} |{{STDiagramCell| 10}} |{{STDiagramCell| 7}} |{{STDiagramCell| 1}} | ||
|- | |- | ||
{{STDiagramCell | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | 6}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan | 3 | 18}} | ||
|} | |} | ||
*< | </div> | ||
==== <span class="invisible-header">cllk</span> ==== | |||
{{MoveData | |||
| name = Close Short | |||
| input = 5LK / cl.{{lk}} | |||
| subtitle = Close Light Kick | |||
| image = ChunLi_stclshrt3.png | |||
| imageSize = 100x97px | |||
| caption = | |||
| data = | |||
{{AttackData-SSF2T | |||
|damage = {{tooltip|text=20[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}} | |||
|dizzy= 0~5 | |||
|dizzytime= 40 | |||
|cancel = Special, Super | |||
|guard = Mid | |||
|startup= 4 | |||
|active= 5 | |||
|recovery= 5 | |||
|total = 14 | |||
|frameAdv = +3 | |||
|actrange = 0~36 | |||
|meter = 2/1 | |||
|description= A knee strike. | |||
*Ok for ticks into throw, but Chun usually has better options for this. | |||
*Does unusually high damage for a light attack. | |||
}} | |||
}} | |||
<span class="mw-customtoggle-cllk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-cllk"> | |||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell| | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_stclshrt1&5_stclfrwrd1&7.png}} |{{STDiagramImageCell| 1 | ChunLi_stclshrt2&4.png}} |{{STDiagramImageCell| 1 | ChunLi_stclshrt3.png}} |{{STDiagramImageCell| 1 | ChunLi_stclshrt2&4.png}} |{{STDiagramImageCell| 1 | ChunLi_stclshrt1&5_stclfrwrd1&7.png}} | ||
|- | |- | ||
{{STDiagramCell| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 1}} |{{STDiagramCell| 5}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}} | ||
|- | |- | ||
{{STDiagramCell | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | 4}} |{{STDiagramCell| 5}} |{{STDiagramCellColSpan | 2 | 5}} | ||
|} | |} | ||
*< | </div> | ||
==== <span class="invisible-header">frlk</span> ==== | |||
{{MoveData | |||
| name = Far Short | |||
| input = 5LK / fr.{{lk}} | |||
| subtitle = Far Light Kick | |||
| image = ChunLi_stfarshrt3.png | |||
| imageSize = 140x97px | |||
| caption = | |||
| data = | |||
{{AttackData-SSF2T | |||
|damage = {{tooltip|text=20[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}} | |||
|dizzy= 0~5 | |||
|dizzytime= 40 | |||
|cancel = None | |||
|guard = Mid | |||
|startup= 7 | |||
|active= 5 | |||
|recovery= 5 | |||
|total = 17 | |||
|frameAdv = +3 | |||
|actrange = 37+ | |||
|meter = 2/1 | |||
|description= A straightforward kick. | |||
*Has decent priority, and hits at a nice angle. | |||
*Useful for setting up frame traps. | |||
*Does unusually high damage for a light attack. | |||
}} | |||
}} | |||
<span class="mw-customtoggle-frlk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-frlk"> | |||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell| | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_stfarshrt1&5_stfarfrwrd1&5.png}} |{{STDiagramImageCell| 1 |ChunLi_stfarshrt2&4.png}} |{{STDiagramImageCell| 1 | ChunLi_stfarshrt3.png}} |{{STDiagramImageCell| 1 | ChunLi_stfarshrt2&4.png}} |{{STDiagramImageCell| 1 | ChunLi_stfarshrt1&5_stfarfrwrd1&5.png}} | ||
| | |||
{{ | |||
|- | |- | ||
{{STDiagramCell| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 5}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}} | ||
|- | |- | ||
{{STDiagramCell| | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | 7}} |{{STDiagramCell| 5}} |{{STDiagramCellColSpan | 3 | 5}} | ||
{{STDiagramCellColSpan| 2 | | |||
| | |||
{{STDiagramCellColSpan| | |||
|} | |} | ||
*< | </div> | ||
==== <span class="invisible-header">clmk</span> ==== | |||
{{MoveData | |||
| name = Close Forward | |||
| input = 5MK / cl.{{mk}} | |||
| subtitle = Close Medium Kick | |||
| image = ChunLi_stclfrwrd3.png | |||
| imageSize = 122x97px | |||
| caption = First hitbox | |||
| image2 = ChunLi_stclfrwrd4.png | |||
| imageSize2 = 100x105px | |||
| caption2 = Second hitbox | |||
| data = | |||
{{AttackData-SSF2T | |||
|damage = {{tooltip|text=24[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}} | |||
|dizzy= 5~11 | |||
|dizzytime= 60 | |||
|cancel = 1st part: Special, Super<br>2nd part: None | |||
|guard = Mid | |||
|startup= 4 | |||
|active= 9 (3 / 6) | |||
|recovery= 8 | |||
|total = 21 | |||
|frameAdv = +1 / +4 | |||
|actrange = 0~41 | |||
|meter = 4/3 | |||
|description= A full split kick. | |||
*Good anti air if you are at the right range to use it, beating moves like New Ryu's jumping Roundhouse. | |||
*The first part can be cancelled, and is very easy to combo into legs, since you can just mash kick. | |||
}} | |||
}} | |||
<span class="mw-customtoggle-clmk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-clmk"> | |||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell| | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_stclshrt1&5_stclfrwrd1&7.png}} |{{STDiagramImageCell| 1 | ChunLi_stclfrwrd2&6.png}} |{{STDiagramImageCell| 1 | ChunLi_stclfrwrd3.png}} |{{STDiagramImageCell| 1 | ChunLi_stclfrwrd4.png}} |{{STDiagramImageCell| 1 | ChunLi_stclfrwrd5.png}} |{{STDiagramImageCell| 1 | ChunLi_stclfrwrd2&6.png}} |{{STDiagramImageCell| 1 | ChunLi_stclshrt1&5_stclfrwrd1&7.png}} | ||
|- | |- | ||
{{STDiagramCell| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 1}} |{{STDiagramCell| 3}} |{{STDiagramCell| 6}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}} | ||
|- | |- | ||
{{STDiagramCell| | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | 4}} |{{STDiagramCellColSpan| 2 | 9}} |{{STDiagramCellColSpan | 3 | 8}} | ||
| | |||
{{STDiagramCellColSpan| 2 | | |||
{{STDiagramCellColSpan| 2 | | |||
|} | |} | ||
*< | </div> | ||
==== <span class="invisible-header">frmk</span> ==== | |||
{{MoveData | |||
| name = Far Forward | |||
| input = 5MK / fr.{{mk}} | |||
| subtitle = Far Medium Kick | |||
| image = ChunLi_stfarfrwrd3.png | |||
| imageSize = 135x95px | |||
| caption = | |||
| data = | |||
{{AttackData-SSF2T | |||
|damage = {{tooltip|text=24[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}} | |||
|dizzy= 5~11 | |||
|dizzytime= 60 | |||
|cancel = None | |||
|guard = Mid | |||
|startup= 7 | |||
|active= 5 | |||
|recovery= 8 | |||
|total = 20 | |||
|frameAdv = +5 | |||
|actrange = 42+ | |||
|meter = 4/3 | |||
|description= A kick straight to the face. | |||
*A mediocre anti-air, ok to counter some jumping attacks. | |||
*Deceptively good range, making it useful to stuff fireball startups. | |||
}} | |||
}} | |||
<span class="mw-customtoggle-frmk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-frmk"> | |||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell| | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_stfarshrt1&5_stfarfrwrd1&5.png}} |{{STDiagramImageCell| 1 |ChunLi_stfarfrwrd2&4.png}} |{{STDiagramImageCell| 1 | ChunLi_stfarfrwrd3.png}} |{{STDiagramImageCell| 1 | ChunLi_stfarfrwrd2&4.png}} |{{STDiagramImageCell| 1 | ChunLi_stfarshrt1&5_stfarfrwrd1&5.png}} | ||
|- | |- | ||
{{STDiagramCell| Frame | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 5}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} | ||
|- | |- | ||
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | 7}} |{{STDiagramCell| 5}} |{{STDiagramCellColSpan | 2 | 8}} | |||
|} | |} | ||
</div> | |||
==== <span class="invisible-header">clhk</span> ==== | |||
{{MoveData | |||
| name = Close Roundhouse | |||
| input = 5HK / {{hk}} | |||
| subtitle = Close Standing Heavy Kick | |||
| image = ChunLi_stclrh5.png | |||
| imageSize = 82x117px | |||
| caption = | |||
| data = | |||
{{AttackData-SSF2T | |||
|damage = {{tooltip|text=28[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}} | |||
|dizzy= 10~16 | |||
|dizzytime= 80 | |||
|cancel = None | |||
|guard = Mid | |||
|startup = 10 | |||
|active = 6 | |||
|recovery= 21 | |||
|total = 37 | |||
|frameAdv = -5 | |||
|actrange = 0~56 | |||
|meter = 5/4 | |||
|description= Chun's panty-slippin high sidekick. | |||
*A trade anti-air (no pre projected hurtboxes before becoming active but poor priority with big hit/hurtboxes afterwards) so if you want to beat a move cleanly you have to use Close Forward instead, which has good priority up close. Against some high priority air normals however, your only option may be a trade so this move is useful, and it can be used that way against most air normals as long as you time it correctly, minus against some very high priority normals like Cammy's Aerial Strong or against characters with very low jumps, like Boxer. | |||
*The hitbox of this move is more centered than Close Forward, this is important against ambiguous crossup moves like a crossing up air tatsu for example. This also allows Chun to actually beat/trade with FeiLong's Chicken Wing corner trap, but it's difficult to use because the timing is very strict: you have a 1 frame window (with "reversal timing") for it to beat it cleanly and another 1 frame window to get a trade, anything slower than that and the move will come out too late and Chun will eat the Chicken Wing and probably a combo as well. And since you'll most likely be playing on a frame-skipping turbo speed, the timing becomes even more strict, leaving Chun with only one usable counter to the Chicken Wing corner trap: kara-cancelled low normal into Tenshokyaku. | |||
}} | |||
}} | |||
<span class="mw-customtoggle-clhk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-clhk"> | |||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell| | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_stclrh1.png}} |{{STDiagramImageCell| 1 | ChunLi_stclrh2.png}} |{{STDiagramImageCell| 1 | ChunLi_stclrh3.png}} |{{STDiagramImageCell| 1 | ChunLi_stclrh4.png}} |{{STDiagramImageCell| 1 | ChunLi_stclrh5.png}} |{{STDiagramImageCell| 1 | ChunLi_stclrh6.png}} |{{STDiagramImageCell| 1 | ChunLi_stclrh7.png}} |{{STDiagramImageCell| 1 | ChunLi_stclrh8.png}} |{{STDiagramImageCell| 1 | ChunLi_stclrh9.png}} | ||
|- | |- | ||
{{STDiagramCell| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 6}} |{{STDiagramCell| 1}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}} |{{STDiagramCell| 7}} | ||
|- | |- | ||
{{STDiagramCell| | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 4 | 10}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan| 4 | 21}} | ||
| | |||
{{STDiagramCellColSpan | |||
|} | |} | ||
</div> | |||
==== <span class="invisible-header">frhk</span> ==== | |||
{{MoveData | |||
| name = Far Roundhouse | |||
| input = 5HK / {{hk}} | |||
| subtitle = Far Standing Heavy Kick | |||
| image = ChunLi_stfarrh4.png | |||
| imageSize = 144x107px | |||
| data = | |||
{{AttackData-SSF2T | |||
|damage = {{tooltip|text=28[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}} | |||
|dizzy= 10~16 | |||
|dizzytime= 80 | |||
|cancel = None | |||
|guard = Mid | |||
|startup = 11 | |||
|active = 8 | |||
|recovery= 14 | |||
|total = 33 | |||
|frameAdv = 0 | |||
|actrange = 57+ | |||
|meter = 5/4 | |||
|description= A heavy kick to the face. | |||
*Good anti air, but takes a while to come out. Requires fast reactions. | |||
}} | |||
}} | |||
<span class="mw-customtoggle-frhk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-frhk"> | |||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell| | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_stfarrh1.png}} |{{STDiagramImageCell| 1 | ChunLi_stfarrh2.png}} |{{STDiagramImageCell| 1 | ChunLi_stfarrh3.png}} |{{STDiagramImageCell| 1 | ChunLi_stfarrh4.png}} |{{STDiagramImageCell| 1 | ChunLi_stfarrh5.png}} |{{STDiagramImageCell| 1 | ChunLi_stfarrh6.png}} | ||
| | |||
{{ | |||
|- | |- | ||
{{ | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 8}} |{{STDiagramCell| 7}} |{{STDiagramCell| 7}} | ||
|- | |- | ||
{{ | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 3 | 11}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan| 2 | 14}} | ||
|} | |} | ||
</div> | |||
===Crouching Normals=== | |||
==== <span class="invisible-header">crlp</span> ==== | |||
{{MoveData | |||
| name = Crouching Jab | |||
| input = 2LP / {{d}}+{{lp}} | |||
| subtitle = Crouching Light Punch | |||
| image = ChunLi_crjab3.png | |||
| imageSize = 107x64px | |||
| caption = | |||
| data = | |||
{{AttackData-SSF2T | |||
|damage = {{tooltip|text=4[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}} | |||
|dizzy= 0~5 | |||
|dizzytime= 40 | |||
|cancel = Special, Super | |||
|guard = Mid | |||
|startup= 4 | |||
|active= 4 | |||
|recovery= 5 | |||
|total = 13 | |||
|frameAdv = +4 | |||
|actrange = N/A | |||
|meter = 2/1 | |||
|description= A short punch. | |||
*Good priority, but not mashable like other jabs. | |||
*As a tick, it's outclassed by moves like Crouching Forward kick and Standing Strong. | |||
*One nice trick is to kara cancel this into anti air Tenshokyaku to remove her standing frame. | |||
}} | |||
}} | |||
<span class="mw-customtoggle-crlp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-crlp"> | |||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell| | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_crjab1&5.png}} |{{STDiagramImageCell| 1 | ChunLi_crjab2&4.png}} |{{STDiagramImageCell| 1 | ChunLi_crjab3.png}} |{{STDiagramImageCell| 1 | ChunLi_crjab2&4.png}} |{{STDiagramImageCell| 1 | ChunLi_crjab1&5.png}} | ||
|- | |- | ||
{{STDiagramCell| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 1}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}} | ||
|- | |- | ||
{{STDiagramCell | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 4}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan | 2 | 5}} | ||
|} | |} | ||
</div> | |||
==== <span class="invisible-header">crmp</span> ==== | |||
{{MoveData | |||
| name = Crouching Strong | |||
| input = 2MP / {{d}}+{{mp}} | |||
| subtitle = Crouching Medium Punch | |||
| image = ChunLi_crstrng3.png | |||
| imageSize = 128x66px | |||
| caption = | |||
| data = | |||
{{AttackData-SSF2T | |||
|damage ={{tooltip|text=18[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}} | |||
|dizzy= 5~11 | |||
|dizzytime= 60 | |||
|cancel = Special, Super | |||
|guard = Mid | |||
|startup= 5 | |||
|active= 4 | |||
|recovery= 5 | |||
|total = 14 | |||
|frameAdv = +9 | |||
|actrange = N/A | |||
|meter = 4/3 | |||
|description= Far Standing Strong but crouching. | |||
*Good range and frame advantage, not much reason to use this over standing versions of Strong though. | |||
*The priority is also much worse than Crouching Jab. | |||
}} | |||
}} | |||
<span class="mw-customtoggle-crmp" style="color: cyan">Click to toggle detailed hitbox data.</span> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-crmp"> | |||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell| | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_crstrng1&5_crfrc1&5.png}} |{{STDiagramImageCell| 1 | ChunLi_crstrng2&4.png}} |{{STDiagramImageCell| 1 | ChunLi_crstrng2&4.png}} |{{STDiagramImageCell| 1 | ChunLi_crstrng3.png }} |{{STDiagramImageCell| 1 | ChunLi_crstrng1&5_crfrc1&5.png}} | ||
|- | |- | ||
{{STDiagramCell| Frame | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}} | ||
|- | |- | ||
{{ | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | 5}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan | 2 | 5}} | ||
|} | |} | ||
*< | </div> | ||
==== <span class="invisible-header">crhp</span> ==== | |||
{{MoveData | |||
| name = Crouching Fierce | |||
| input = 2HP / {{d}}+{{hp}} | |||
| subtitle = Crouching Heavy Punch | |||
| image = ChunLi_crfrc3.png | |||
| imageSize = 142x67px | |||
| caption = | |||
| data = | |||
{{AttackData-SSF2T | |||
|damage ={{tooltip|text=22[2]|hovertext=[2] Random Damage Table: -3 = 3.125%, -2 = 3.125%, -1 = 3.125%, +0 = 46.875%, +1 = 12.5%, +2 = 15.625%, +3 = 6.25%, +4 = 9.375%}} | |||
|dizzy= 10~16 | |||
|dizzytime= 80 | |||
|cancel = None | |||
|guard = Mid | |||
|startup= 7 | |||
|active= 6 | |||
|recovery= 19 | |||
|total = 32 | |||
|frameAdv = -3 | |||
|actrange = N/A | |||
|meter = 5/4 | |||
|description= Crouching Strong but bigger. | |||
*Good range with decent priority, but very sluggish, punishable if whiffed. Probably best to use safer attacks. | |||
}} | |||
}} | |||
<span class="mw-customtoggle-crhp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-crhp"> | |||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell| | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_crstrng1&5_crfrc1&5.png}} |{{STDiagramImageCell| 1 | ChunLi_crfrc2&4.png}} |{{STDiagramImageCell| 1 | ChunLi_crfrc3.png}} |{{STDiagramImageCell| 1 | ChunLi_crfrc2&4.png}} |{{STDiagramImageCell| 1 | ChunLi_crstrng1&5_crfrc1&5.png}} | ||
|- | |- | ||
{{STDiagramCell| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 6}} |{{STDiagramCell| 8}} |{{STDiagramCell| 11}} | ||
|- | |- | ||
{{STDiagramCell| | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 7}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan | 2 | 19}} | ||
| | |||
{{STDiagramCellColSpan| 2 | | |||
|} | |} | ||
</div> | |||
===== <span class="invisible-header">crlk</span> ===== | |||
{{MoveData | |||
| name = Crouching Short | |||
| input = 2LK / {{d}}+{{lk}} | |||
| subtitle = Crouching Light Kick | |||
| image = ChunLi_crshrt3.png | |||
| imageSize = 107x64px | |||
| caption = | |||
| data = | |||
{{AttackData-SSF2T | |||
|damage = {{tooltip|text=14[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}} | |||
|dizzy= 0~5 | |||
|dizzytime= 40 | |||
|cancel = Special, Super | |||
|guard = Low | |||
|startup= 5 | |||
|active= 4 | |||
|recovery= 5 | |||
|total = 14 | |||
|frameAdv = +4 | |||
|actrange = N/A | |||
|meter = 2/1 | |||
|description= A low split kick. | |||
*Good priority, and ok reach for a Crouching Short, but pretty slow. | |||
*Works ok as an occasional tick. Does above average damage for a light attack. | |||
}} | |||
}} | |||
<span class="mw-customtoggle-crlk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-crlk"> | |||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell| | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_crshrt1&5.png}} |{{STDiagramImageCell| 1 | ChunLi_crshrt2&4.png}} |{{STDiagramImageCell| 1 | ChunLi_crshrt3.png}} |{{STDiagramImageCell| 1 | ChunLi_crshrt2&4.png}} |{{STDiagramImageCell| 1 | ChunLi_crshrt1&5.png}} | ||
| | |||
{{ | |||
|- | |- | ||
{{ | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 1}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}} | ||
|- | |- | ||
{{ | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 5}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan | 2 | 5}} | ||
|} | |} | ||
*< | </div> | ||
===== <span class="invisible-header">crmk</span> ===== | |||
{{MoveData | |||
| name = Crouching Forward | |||
| input = 2MK / {{d}}+{{mk}} | |||
| subtitle = Crouching Medium Kick | |||
| image = ChunLi_crfrwrd2.png | |||
| imageSize = 135x64px | |||
| caption = | |||
| data = | |||
{{AttackData-SSF2T | |||
|damage = {{tooltip|text=18[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}} | |||
|dizzy= 5~11 | |||
|dizzytime= 60 | |||
|cancel = Special, Super | |||
|guard = Low | |||
|startup= 5 | |||
|active= 5 | |||
|recovery= 4 | |||
|total = 14 | |||
|frameAdv = +9 | |||
|actrange = N/A | |||
|meter = 4/3 | |||
|description= Easily one of the best pokes in the game. One of the main reasons it's very annoying playing against a competent Chun. | |||
*Very spammable move. It has a very fast startup and recovery and very good priority while active. Also, it has no pre-projected hurtboxes during startup or recovery, making it very hard to be beaten cleanly when playing footsies. | |||
*Gives excellent frame advantage and can be inked into itself. It's also special/super cancelable. | |||
*It's also a very important anti air move in Chun-Li's arsenal. | |||
}} | |||
}} | |||
<span class="mw-customtoggle-crmk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-crmk"> | |||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell| | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_crfrwrd1.png}} |{{STDiagramImageCell| 1 | ChunLi_crfrwrd2.png}} |{{STDiagramImageCell| 1 | ChunLi_crfrwrd3.png}} | ||
|- | |- | ||
{{STDiagramCell| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 4}} |{{STDiagramCell| 5}} |{{STDiagramCell| 4}} | ||
|- | |- | ||
{{STDiagramCell| | {{STDiagramCell| Simplified}} |{{STDiagramCell| 5}} |{{STDiagramCell| 5}} |{{STDiagramCell| 4}} | ||
|} | |} | ||
</div> | |||
===== <span class="invisible-header">crhk</span> ===== | |||
{{MoveData | |||
| name = Crouching Roundhouse | |||
| input = 2HK / {{d}}+{{hk}} | |||
| subtitle = Crouching Heavy Kick | |||
| image = ChunLi_crrh3.png | |||
| imageSize = 137x73px | |||
| caption = | |||
| data = | |||
{{AttackData-SSF2T | |||
|damage = {{tooltip|text=22[2]|hovertext=[2] Random Damage Table: -3 = 3.125%, -2 = 3.125%, -1 = 3.125%, +0 = 46.875%, +1 = 12.5%, +2 = 15.625%, +3 = 6.25%, +4 = 9.375%}} | |||
|dizzy= 5~11 | |||
|dizzytime= 130 | |||
|cancel = None | |||
|guard = Low | |||
|startup = 7 | |||
|active = 6 | |||
|recovery = 19 | |||
|total = 32 | |||
|frameAdv = Hit: Soft KD<br>Block: -3 | |||
|actrange = N/A | |||
|meter = 5/4 | |||
|description= Chun's sweep. | |||
*Good range, useful for beating/trading with fireballs, and a good punish in general. Just try not to whiff it, as it leaves Chun quite open. | |||
* It also sets up a built-in safe jump against Sagat, and it will randomly also be a safe jump against Claw (sometimes Chun will land without hitting him). | |||
}} | |||
}} | |||
<span class="mw-customtoggle-crhk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-crhk"> | |||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell| | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_crrh1&5.png}} |{{STDiagramImageCell| 1 | ChunLi_crrh2&4.png}} |{{STDiagramImageCell| 1 | ChunLi_crrh3.png}} |{{STDiagramImageCell| 1 | ChunLi_crrh2&4.png}} |{{STDiagramImageCell| 1 | ChunLi_crrh1&5.png}} | ||
|- | |- | ||
{{STDiagramCell| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 6}} |{{STDiagramCell| 8}} |{{STDiagramCell| 11}} | ||
|- | |- | ||
{{STDiagramCell| | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 7}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan| 2 | 19}} | ||
{{STDiagramCellColSpan| 2 | |||
|} | |} | ||
*< | </div> | ||
===Jumping Normals=== | |||
===== <span class="invisible-header">njlp</span> ===== | |||
{{MoveData | |||
| name = Neutral Jumping Jab | |||
| input = 8LP / {{u}}+{{lp}} | |||
| subtitle = Neutral Jumping Light Punch | |||
| image = ChunLi_njjab4.png | |||
| imageSize = 87x107px | |||
| caption = | |||
| data = | |||
{{AttackData-SSF2T | |||
|damage = {{tooltip|text=18[2]|hovertext=[2] Random Damage Table: -3 = 3.125%, -2 = 3.125%, -1 = 3.125%, +0 = 46.875%, +1 = 12.5%, +2 = 15.625%, +3 = 6.25%, +4 = 9.375%}} | |||
|dizzy= 1~7(-2) | |||
|dizzytime= 40 | |||
|cancel = None | |||
|guard = High | |||
|startup = 8 | |||
|active = ∞ | |||
|recovery = N/A | |||
|total = 8+∞ | |||
|frameAdv = Dependent | |||
|actrange = N/A | |||
|meter = 2/1 | |||
|description= A jumping chop. | |||
*Stays active the whole jump, ok to shield yourself from lower priority attacks. | |||
}} | |||
}} | |||
<span class="mw-customtoggle-njlp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-njlp"> | |||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell| | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_njjab1_njstrng1&7_njfrc1&7.png}} |{{STDiagramImageCell| 1 | ChunLi_njjab2_njstrng2&6_njfrc2&6.png}} |{{STDiagramImageCell| 1 | ChunLi_njjab3_njstrng3&5_njfrc3&5.png}} |{{STDiagramImageCell| 1 | ChunLi_njjab4.png}} | ||
|- | |- | ||
{{STDiagramCell| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| ∞}} | ||
|- | |- | ||
{{STDiagramCell| | {{STDiagramCell | Simplified}} |{{STDiagramCellColSpan| 3 | 8}} |{{STDiagramCell| ∞}} | ||
{{STDiagramCellColSpan | |||
|} | |} | ||
==== | </div> | ||
===== <span class="invisible-header">djlp</span> ===== | |||
{{MoveData | |||
| name = Diagonal Jumping Jab | |||
| input = 7 or 9 LP<br>{{ub}} or {{uf}}+{{lp}} | |||
| subtitle = Diagonal Jumping Light Punch | |||
| image = ChunLi_djjab3.png | |||
| imageSize = 83x107px | |||
| caption = | |||
| data = | |||
{{AttackData-SSF2T | |||
|damage = {{tooltip|text=16[2]|hovertext=[2] Random Damage Table: -3 = 3.125%, -2 = 3.125%, -1 = 3.125%, +0 = 46.875%, +1 = 12.5%, +2 = 15.625%, +3 = 6.25%, +4 = 9.375%}} | |||
|dizzy= 1~7(-2) | |||
|dizzytime= 40 | |||
|cancel = None | |||
|guard = High | |||
|actrange = N/A | |||
|startup = 6 | |||
|active = 40 | |||
|recovery = ∞ | |||
|total = 6+∞ | |||
|frameAdv = Dependent | |||
|meter = 2/1 | |||
|description= Like the neutral jump version except it's a punch with worse priority. | |||
*Safejumps aside, this isn't much use, outclassed by Jumping Strong. | |||
}} | |||
}} | |||
<span class="mw-customtoggle-djlp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-djlp"> | |||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell| | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_djjab1&5_djstrng1&5_djfrc1&5.png}} |{{STDiagramImageCell| 1 | ChunLi_djjab2&4_djstrng2&4_djfrc2&4.png}} |{{STDiagramImageCell| 1 | ChunLi_djjab3.png}} |{{STDiagramImageCell| 1 | ChunLi_djjab2&4_djstrng2&4_djfrc2&4.png}} |{{STDiagramImageCell| 1 | ChunLi_djjab1&5_djstrng1&5_djfrc1&5.png}} |{{STDiagramImageCell| 1 |ChunLi_njstrng8_njfrc8_djjab6_djstrng6_djfrc6.png}} | ||
|- | |- | ||
{{STDiagramCell| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 40}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| ∞}} | ||
|- | |- | ||
{{STDiagramCell| | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 6}} |{{STDiagramCell| 40}} |{{STDiagramCellColSpan| 3 | ∞}} | ||
| | |||
{{STDiagramCellColSpan| 2 | | |||
|} | |} | ||
</div> | |||
===== <span class="invisible-header">njmp</span> ===== | |||
{{MoveData | |||
| name = Neutral Jumping Strong | |||
| input = 8MP / {{u}}+{{mp}} | |||
| subtitle = Neutral Jumping Medium Punch | |||
| image = ChunLi_njstrng4.png | |||
| imageSize = 95x107px | |||
| caption = | |||
| data = | |||
{{AttackData-SSF2T | |||
|damage = {{tooltip|text=22[2]|hovertext=[2] Random Damage Table: -3 = 3.125%, -2 = 3.125%, -1 = 3.125%, +0 = 46.875%, +1 = 12.5%, +2 = 15.625%, +3 = 6.25%, +4 = 9.375%}} | |||
|dizzy= 5~11 | |||
|dizzytime= 50(+10) | |||
|cancel = None | |||
|guard = High | |||
|startup = 8 | |||
|active = 16 | |||
|recovery = ∞ | |||
|total = 24+∞ | |||
|frameAdv = Dependent | |||
|actrange = N/A | |||
|meter = 4/3 | |||
|description= Another chop. | |||
*Good priority, but aside from having double the active frames, Neutral Jump Fierce outclasses this. | |||
}} | |||
}} | |||
<span class="mw-customtoggle-njmp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-njmp"> | |||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell| | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_njjab1_njstrng1&7_njfrc1&7.png}} |{{STDiagramImageCell| 1 | ChunLi_njjab2_njstrng2&6_njfrc2&6.png}} |{{STDiagramImageCell| 1 | ChunLi_njjab3_njstrng3&5_njfrc3&5.png}} |{{STDiagramImageCell| 1 |ChunLi_njstrng4.png}} |{{STDiagramImageCell| 1 |ChunLi_njjab3_njstrng3&5_njfrc3&5.png}} |{{STDiagramImageCell| 1 |ChunLi_njjab2_njstrng2&6_njfrc2&6.png}} |{{STDiagramImageCell| 1 |ChunLi_njjab1_njstrng1&7_njfrc1&7.png}} |{{STDiagramImageCell| 1 |ChunLi_njstrng8_njfrc8_djjab6_djstrng6_djfrc6.png}} | ||
| | |||
{{ | |||
| | |||
{{ | |||
| | |||
{{ | |||
|- | |- | ||
{{ | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 16}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| ∞}} | ||
|- | |- | ||
{{ | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 3 | 8}} |{{STDiagramCell| 16}} |{{STDiagramCellColSpan| 4 | ∞}} | ||
| | |||
{{STDiagramCellColSpan| | |||
|} | |} | ||
</div> | |||
===== <span class="invisible-header">djmp</span> ===== | |||
{{MoveData | |||
| name = Diagonal Jumping Strong | |||
| input = 7 or 9 MP<br>{{ub}} or {{uf}}+{{mp}} | |||
| subtitle = Diagonal Jumping Medium Punch | |||
| image = ChunLi_djstrng3.png | |||
| imageSize = 83x107px | |||
| data = | |||
{{AttackData-SSF2T | |||
|damage = {{tooltip|text=20[2]|hovertext=[2] Random Damage Table: -3 = 3.125%, -2 = 3.125%, -1 = 3.125%, +0 = 46.875%, +1 = 12.5%, +2 = 15.625%, +3 = 6.25%, +4 = 9.375%}} | |||
|dizzy= 5~11 | |||
|dizzytime= 50(+10) | |||
|cancel = None | |||
|guard = High | |||
|startup = 6 | |||
|active = 8 | |||
|recovery = ∞ | |||
|total = 14+∞ | |||
|frameAdv = Dependent | |||
|meter = 4/3 | |||
|description= Another punch. | |||
*Good air to air, and good jump in from the right range. Can usually beat some normals that anti air your Jumping Forward kick. | |||
}} | |||
}} | |||
<span class="mw-customtoggle-djmp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-djmp"> | |||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell| | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_djjab1&5_djstrng1&5_djfrc1&5.png}} |{{STDiagramImageCell| 1 | ChunLi_djjab2&4_djstrng2&4_djfrc2&4.png}} |{{STDiagramImageCell| 1 | ChunLi_djstrng3.png}} |{{STDiagramImageCell| 1 | ChunLi_djjab2&4_djstrng2&4_djfrc2&4.png}} |{{STDiagramImageCell| 1 | ChunLi_djjab1&5_djstrng1&5_djfrc1&5.png}} |{{STDiagramImageCell| 1 | ChunLi_njstrng8_njfrc8_djjab6_djstrng6_djfrc6.png}} | ||
|- | |- | ||
{{STDiagramCell| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 8}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| ∞}} | ||
|- | |- | ||
{{STDiagramCell| | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 6}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan| 3 | ∞}} | ||
| | |||
{{STDiagramCellColSpan| 2 | | |||
|} | |} | ||
</div> | |||
===== <span class="invisible-header">njhp</span> ===== | |||
{{MoveData | |||
| name = Neutral Jumping Fierce | |||
| input = 8HP / {{u}}+{{hp}} | |||
| subtitle = Neutral Jumping Heavy Punch | |||
| image = ChunLi_njfrc4.png | |||
| imageSize = 102x107px | |||
| caption = | |||
| data = | |||
{{AttackData-SSF2T | |||
|damage = {{tooltip|text=26[2]|hovertext=[2] Random Damage Table: -3 = 3.125%, -2 = 3.125%, -1 = 3.125%, +0 = 46.875%, +1 = 12.5%, +2 = 15.625%, +3 = 6.25%, +4 = 9.375%}} | |||
|dizzy= 11~17(-1) | |||
|dizzytime= 60(+20) | |||
|cancel = None | |||
|guard = High | |||
|startup = 8 | |||
|active = 8 | |||
|recovery = ∞ | |||
|total = 16+∞ | |||
|frameAdv = Dependent | |||
|actrange = N/A | |||
|meter = 5/4 | |||
|description= Yet another chop. | |||
*Great horizontal priority and reach, fantastic air to air, and works as an anti air in some situations if you react in time. | |||
}} | |||
}} | |||
<span class="mw-customtoggle-njhp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-njhp"> | |||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell| | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_njjab1_njstrng1&7_njfrc1&7.png}} |{{STDiagramImageCell| 1 | ChunLi_njjab2_njstrng2&6_njfrc2&6.png}} |{{STDiagramImageCell| 1 | ChunLi_njjab3_njstrng3&5_njfrc3&5.png}} |{{STDiagramImageCell| 1 | ChunLi_njfrc4.png}} |{{STDiagramImageCell| 1 | ChunLi_njjab3_njstrng3&5_njfrc3&5.png}} |{{STDiagramImageCell| 1 | ChunLi_njjab2_njstrng2&6_njfrc2&6.png}} |{{STDiagramImageCell| 1 | ChunLi_njjab1_njstrng1&7_njfrc1&7.png}} |{{STDiagramImageCell| 1 | ChunLi_njstrng8_njfrc8_djjab6_djstrng6_djfrc6.png}} | ||
| | |||
{{ | |||
|- | |- | ||
{{ | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 8}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| ∞}} | ||
|- | |- | ||
{{ | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 3 | 8}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan| 4 | ∞}} | ||
|} | |} | ||
</div> | |||
===== <span class="invisible-header">djhp</span> ===== | |||
{{MoveData | |||
| name = Diagonal Jumping Fierce | |||
| input = 7 or 9 HP<br>{{ub}} or {{uf}}+{{hp}} | |||
| subtitle = Diagonal Jumping Heavy Punch | |||
| image = ChunLi_djfrc3.png | |||
| imageSize = 89x107px | |||
| caption = | |||
| data = | |||
{{AttackData-SSF2T | |||
|damage = {{tooltip|text=24[2]|hovertext=[2] Random Damage Table: -3 = 3.125%, -2 = 3.125%, -1 = 3.125%, +0 = 46.875%, +1 = 12.5%, +2 = 15.625%, +3 = 6.25%, +4 = 9.375%}} | |||
|dizzy= 11~17(-1) | |||
|dizzytime= 60(+20) | |||
|cancel = None | |||
|guard = High | |||
|startup = 6 | |||
|active = 8 | |||
|recovery = ∞ | |||
|total = 14+∞ | |||
|frameAdv = Dependent | |||
|actrange = N/A | |||
|meter = 5/4 | |||
|description= Yet another punch. | |||
*Like Diagonal Jumping Strong but with a different hitbox. In some situations, it may be better to use this instead. | |||
}} | |||
}} | |||
<span class="mw-customtoggle-djhp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-djhp"> | |||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell| | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_djjab1&5_djstrng1&5_djfrc1&5.png}} |{{STDiagramImageCell| 1 | ChunLi_djjab2&4_djstrng2&4_djfrc2&4.png}} |{{STDiagramImageCell| 1 | ChunLi_djfrc3.png}} |{{STDiagramImageCell| 1 | ChunLi_djjab2&4_djstrng2&4_djfrc2&4.png}} |{{STDiagramImageCell| 1 | ChunLi_djjab1&5_djstrng1&5_djfrc1&5.png}} |{{STDiagramImageCell| 1 | ChunLi_njstrng8_njfrc8_djjab6_djstrng6_djfrc6.png}} | ||
|- | |- | ||
{{ | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 8}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| ∞}} | ||
|- | |- | ||
{{ | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 6}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan| 3 | ∞}} | ||
|} | |} | ||
</div> | |||
===== <span class="invisible-header">njlk</span> ===== | |||
{{MoveData | |||
| name = Neutral Jumping Short | |||
| input = 8LK / {{u}}+{{lk}} | |||
| subtitle = Neutral Jumping Light Kick | |||
| image = ChunLi_njshrt3.png | |||
| imageSize = 90x114px | |||
| data = | |||
{{AttackData-SSF2T | |||
|damage = {{tooltip|text=18[2]|hovertext=[2] Random Damage Table: -3 = 3.125%, -2 = 3.125%, -1 = 3.125%, +0 = 46.875%, +1 = 12.5%, +2 = 15.625%, +3 = 6.25%, +4 = 9.375%}} | |||
|dizzy= 1~7(-2) | |||
|dizzytime= 40 | |||
|cancel = None | |||
|guard = High | |||
|startup = 6 | |||
|active = ∞ | |||
|recovery = N/A | |||
|total = 6+∞ | |||
|frameAdv = Dependent | |||
|actrange = N/A | |||
|meter = 2/1 | |||
|description= A jumping split kick. Don't think too hard about how the hitbox works. | |||
*Good priority, beats a handful of moves, and is a great defensive tool. | |||
}} | |||
}} | |||
<span class="mw-customtoggle-njlk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-njlk"> | |||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell| | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_njshrt1_njfrwrd1&5_djrh1.png}} |{{STDiagramImageCell| 1 | ChunLi_njshrt2_njfrwrd2&4_djrh2.png}} |{{STDiagramImageCell| 1 | ChunLi_njshrt3.png}} | ||
|- | |- | ||
{{STDiagramCell| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| ∞}} | ||
|- | |- | ||
{{STDiagramCell | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 6}} |{{STDiagramCell| ∞}} | ||
|} | |} | ||
</div> | |||
===== <span class="invisible-header">djlk</span> ===== | |||
{{MoveData | |||
| name = Diagonal Jumping Short | |||
| input = 7 or 9 LK<br>{{ub}} or {{uf}}+{{lk}} | |||
| subtitle = Diagonal Jumping Light Kick | |||
| image = ChunLi_djshrt3.png | |||
| imageSize = 111x94px | |||
| caption = | |||
| data = | |||
{{AttackData-SSF2T | |||
|damage = {{tooltip|text=20[2]|hovertext=[2] Random Damage Table: -3 = 3.125%, -2 = 3.125%, -1 = 3.125%, +0 = 46.875%, +1 = 12.5%, +2 = 15.625%, +3 = 6.25%, +4 = 9.375%}} | |||
|dizzy= 1~7(-2) | |||
|dizzytime= 40 | |||
|cancel = None | |||
|guard = High | |||
|startup = 6 | |||
|active = 40 | |||
|recovery = ∞ | |||
|total = 6+∞ | |||
|frameAdv = Dependent | |||
|actrange = N/A | |||
|meter = 2/1 | |||
|description= A confident jumping kick. | |||
*Aside from safejumps, this isn't too special. It gives Dictator trouble, but otherwise favor Jumping Forward kick. | |||
*It may be counter intuitive, but this move actually does just as much damage as Diagonal Jumping Forward kick. It inflicts less dizzy damage though. | |||
}} | |||
}} | |||
<span class="mw-customtoggle-djlk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-djlk"> | |||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell| | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_djshrt1&5_djfrwrd1&5.png}} |{{STDiagramImageCell| 1 | ChunLi_djshrt2&4_djfrwrd2&4.png}} |{{STDiagramImageCell| 1 | ChunLi_djshrt3.png}} |{{STDiagramImageCell| 1 | ChunLi_djshrt2&4_djfrwrd2&4.png}} |{{STDiagramImageCell| 1 | ChunLi_djshrt1&5_djfrwrd1&5.png}} | ||
| | |||
{{ | |||
| | |||
| | |||
|- | |- | ||
{{ | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 40}} |{{STDiagramCell| 3}} |{{STDiagramCell| ∞}} | ||
|- | |- | ||
{{ | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 6}} |{{STDiagramCell| 40}} |{{STDiagramCellColSpan| 2 | ∞}} | ||
| | |||
{{STDiagramCellColSpan| 2 | |||
|} | |} | ||
</div> | |||
===== <span class="invisible-header">njmk</span> ===== | |||
{{MoveData | |||
| name = Neutral Jumping Forward | |||
| input = 8MK<br>{{u}}+{{mk}} | |||
| subtitle = Neutral Jumping Medium Kick | |||
| image = ChunLi_njfrwrd3.png | |||
| imageSize = 100x114px | |||
| caption = | |||
| data = | |||
{{AttackData-SSF2T | |||
|damage = {{tooltip|text=22[2]|hovertext=[2] Random Damage Table: -3 = 3.125%, -2 = 3.125%, -1 = 3.125%, +0 = 46.875%, +1 = 12.5%, +2 = 15.625%, +3 = 6.25%, +4 = 9.375%}} | |||
|dizzy= 5~11 | |||
|dizzytime= 50(+10) | |||
|cancel = None | |||
|guard = High | |||
|startup = 6 | |||
|active = 10 | |||
|recovery = ∞ | |||
|total = 16+∞ | |||
|frameAdv = Dependent | |||
|actrange = N/A | |||
|meter = 4/3 | |||
|description= Another split kick. Don't think too hard about how the hurtbox works. | |||
*Ok range, but unlike Old Chun's version of this move the lowest hurtbox got stretched horizontaly so the overall priority is bad. Favor Neutral Jumping Short. | |||
*That hurtbox was also reduced downwards though, allowing this move to beat Honda's Headbutts, something none of her other neutral jump normals can (with the exception of Head Stomp, but that forces a bounce which can be very bad on a neutral jump). This requires Chun to land right top of him, because the horizontal priority is not enough to beat Headbutts from the front. | |||
}} | |||
}} | |||
<span class="mw-customtoggle-njmk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-njmk"> | |||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell| | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_njshrt1_njfrwrd1&5_djrh1.png}} |{{STDiagramImageCell| 1 | ChunLi_njshrt2_njfrwrd2&4_djrh2.png}} |{{STDiagramImageCell| 1 | ChunLi_njfrwrd3.png}} |{{STDiagramImageCell| 1 | ChunLi_njshrt2_njfrwrd2&4_djrh2.png}} |{{STDiagramImageCell| 1 | ChunLi_njshrt1_njfrwrd1&5_djrh1.png}} | ||
| | |||
{{ | |||
| | |||
| | |||
|- | |- | ||
{{ | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 10}} |{{STDiagramCell| 3}} |{{STDiagramCell| ∞}} | ||
|- | |- | ||
{{ | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 6}} |{{STDiagramCell| 10}} |{{STDiagramCellColSpan| 2 | ∞}} | ||
|} | |} | ||
</div> | |||
===== <span class="invisible-header">djmk</span> ===== | |||
{{MoveData | |||
| name = Diagonal Jumping Forward | |||
| input = 7 or 9MK / {{ub}} or {{uf}}+{{mk}} | |||
| subtitle = Diagonal Jumping Medium Kick | |||
| image = ChunLi_djfrwrd3.png | |||
| imageSize = 120x94px | |||
| caption = | |||
| data = | |||
{{AttackData-SSF2T | |||
|damage = {{tooltip|text=20[2]|hovertext=[2] Random Damage Table: -3 = 3.125%, -2 = 3.125%, -1 = 3.125%, +0 = 46.875%, +1 = 12.5%, +2 = 15.625%, +3 = 6.25%, +4 = 9.375%}} | |||
|dizzy= 5~11 | |||
|dizzytime= 50(+10) | |||
|cancel = None | |||
|guard = High | |||
|startup = 6 | |||
|active = 16 | |||
|recovery = ∞ | |||
|total = 22+∞ | |||
|frameAdv = Dependent | |||
|actrange = N/A | |||
|meter = 4/3 | |||
|description= A stronger version of Diagonal Jumping Short. | |||
*Chun's crossup, and also her best jump in for the most part. | |||
*Outside of Head Stomp, this is the lowest hitting air normal Chun has, she can even beat Dhalsim's anti air slides with it. | |||
}} | |||
}} | |||
<span class="mw-customtoggle-djmk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-djmk"> | |||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell| | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_djshrt1&5_djfrwrd1&5.png}} |{{STDiagramImageCell| 1 | ChunLi_djshrt2&4_djfrwrd2&4.png}} |{{STDiagramImageCell| 1 | ChunLi_djfrwrd3.png}} |{{STDiagramImageCell| 1 | ChunLi_djshrt2&4_djfrwrd2&4.png}} |{{STDiagramImageCell| 1 | ChunLi_djshrt1&5_djfrwrd1&5.png}} | ||
|- | |- | ||
{{STDiagramCell| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 16}} |{{STDiagramCell| 3}} |{{STDiagramCell| ∞}} | ||
|- | |- | ||
{{STDiagramCell | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 6}} |{{STDiagramCell| 16}} |{{STDiagramCellColSpan| 2 | ∞}} | ||
|} | |} | ||
</div> | |||
===== <span class="invisible-header">njhk</span> ===== | |||
{{MoveData | |||
| name = Neutral Jumping Roundhouse | |||
| input = 8HK / {{u}}+{{hk}} | |||
| subtitle = Neutral Jumping Heavy Kick | |||
| image = ChunLi_njrh3.png | |||
| imageSize = 122x97px | |||
| image2 = ChunLi_njrh4.png | |||
| imageSize2 = 122x120px | |||
| image3 = ChunLi_njrh5.png | |||
| imageSize3 = 122x126px | |||
| caption3 = This move breaks all the rules. | |||
| data = | |||
{{AttackData-SSF2T | |||
|damage = {{tooltip|text=26[2]|hovertext=[2] Random Damage Table: -3 = 3.125%, -2 = 3.125%, -1 = 3.125%, +0 = 46.875%, +1 = 12.5%, +2 = 15.625%, +3 = 6.25%, +4 = 9.375%}} | |||
|dizzy= 10~16 | |||
|dizzytime= 80 | |||
|cancel = 1st part: Special<br>2nd and 3rd parts: None | |||
|guard = Mid | |||
|startup = 3 | |||
|active = 13 (5/4/4) | |||
|recovery = ∞ | |||
|total = 16+∞ | |||
|frameAdv = Hit: Hard KD<br>Block: Dependent | |||
|actrange = N/A | |||
|meter = 5/4 | |||
|description= Essentially a jumping version of Chun's towards+Forward kick command normal. | |||
*This has a good horizontal range, and trades with most attacks if you time it right. It can also be used against grounded opponents on the way up. | |||
*This is a rare case of normal moves that cause a full knockdown. | |||
*This also doesn't require the opponent to be standing to be blocked, which is also unique (and bad for Chun). | |||
*It can be special canceled as well, but the only special move Chun can use in the air requires back charge, and you don't have enough airtime to get a charge before you land. | |||
}} | |||
}} | |||
<span class="mw-customtoggle-njhk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-njhk"> | |||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell| | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_njrh1.png}} |{{STDiagramImageCell| 1 | ChunLi_njrh2.png}} |{{STDiagramImageCell| 1 | ChunLi_njrh3.png}} |{{STDiagramImageCell| 1 | ChunLi_njrh4.png}} |{{STDiagramImageCell| 1 | ChunLi_njrh5.png}} |{{STDiagramImageCell| 1 | ChunLi_njrh6.png}} |{{STDiagramImageCell| 1 | ChunLi_njrh7.png}} |{{STDiagramImageCell| 1 | ChunLi_njrh8.png}} | ||
| | |||
{{ | |||
| | |||
{{ | |||
| | |||
{{ | |||
|- | |- | ||
{{ | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 5}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 6}} |{{STDiagramCell| ∞}} | ||
|- | |- | ||
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 3}} |{{STDiagramCellColSpan| 3 | 13}} |{{STDiagramCellColSpan| 3 | ∞}} | |||
{{STDiagramCellColSpan| 2 | | |||
|} | |} | ||
</div> | |||
===== <span class="invisible-header">djhk</span> ===== | |||
{{MoveData | |||
| name = Diagonal Jumping Roundhouse | |||
| input = 7 or 9 HK<br>{{ub}} or {{uf}}+{{hk}} | |||
| subtitle = Diagonal Jumping Heavy Kick | |||
| image = ChunLi_djrh3.png | |||
| imageSize = 109x114px | |||
| image2 = ChunLi_djrh4.png | |||
| imageSize2 = 92x107px | |||
| caption2 = There's a REALLY small hitbox here, right around her waist. | |||
| image3 = ChunLi_djrh5.png | |||
| imageSize3 = 108x116px | |||
| caption = | |||
| data = | |||
{{AttackData-SSF2T | |||
|damage = {{tooltip|text=24[2]|hovertext=[2] Random Damage Table: -3 = 3.125%, -2 = 3.125%, -1 = 3.125%, +0 = 46.875%, +1 = 12.5%, +2 = 15.625%, +3 = 6.25%, +4 = 9.375%}} | |||
|dizzy= 11~17(-1) | |||
|dizzytime= 60(+20) | |||
|cancel = None | |||
|guard = High | |||
|startup = 6 | |||
|active = 16 | |||
|recovery = ∞ | |||
|total = 22+∞ | |||
|frameAdv = Dependent | |||
|actrange = N/A | |||
|meter = 5/4 | |||
|description= Chun does 2 split kicks in a row. They don't combo. | |||
*Can be a decent air to air in some situations, just be careful as it leaves you quite vulnerable to air to airs, and anti airs. | |||
*Strangely enough, the frame in between kicks can hit too: if you look closely, you'll noticed a red dot around her waist, that's a 1x1 px hitbox! | |||
}} | |||
}} | |||
<span class="mw-customtoggle-djhk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-djhk"> | |||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell| | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_njshrt1_njfrwrd1&5_djrh1.png}} |{{STDiagramImageCell| 1 | ChunLi_njshrt2_njfrwrd2&4_djrh2.png}} |{{STDiagramImageCell| 1 | ChunLi_djrh3.png}} |{{STDiagramImageCell| 1 |ChunLi_djrh4.png}} |{{STDiagramImageCell| 1 |ChunLi_djrh5.png}} |{{STDiagramImageCell| 1 |ChunLi_djrh6.png}} |{{STDiagramImageCell| 1 |ChunLi_djrh7.png}} | ||
|- | |- | ||
{{ | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}} |{{STDiagramCell| 6}} |{{STDiagramCell| 6}} |{{STDiagramCell| ∞}} | ||
|- | |- | ||
{{ | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 6}} |{{STDiagramCellColSpan| 3 | 16}} |{{STDiagramCellColSpan| 2 | ∞}} | ||
|} | |} | ||
*< | </div> | ||
===Command Normals=== | |||
===== <span class="invisible-header">Sankaku Tobi (Wall Jump)</span> ===== | |||
{{MoveData | |||
| name = Sankaku Tobi | |||
| input = Air 6 near a wall<br>Air {{f}} near a wall | |||
| subtitle = Wall Jump | |||
| image = ChunLi_wj.png | |||
| imageSize = 60x69px | |||
| caption = | |||
| data = Chun-Li's wall jump. | |||
*The jumping animation is 6 frames long. | |||
*Useful for getting out of the corner or avoiding attacks. | |||
*The jump can be performed during an air normal. You can also do an air attack after wall jumping. You can bounce off someone with her Head Stomp normal, then walljump afterwards. You can even air throw, walljump, then attack or air throw again. | |||
*If you're quick enough, you can cancel the jump itself into a Spinning Bird Kick, retaining the directional momentum of your original jump arc. | |||
}} | |||
<span class="mw-customtoggle-walljump" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-walljump"> | |||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell| | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_wj.png}} | ||
|- | |- | ||
{{STDiagramCell | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 6}} | ||
|} | |} | ||
=== | </div> | ||
===== <span class="invisible-header">Rear Spin Kick</span> ===== | |||
{{MoveData | |||
| name = Rear Spin Kick | |||
| input = 3MK / {{df}}+{{mk}} | |||
| subtitle = Flip Kick | |||
| image = ChunLi_fk3.png | |||
| imageSize = 130x97px | |||
| caption = | |||
| image2 = ChunLi_fk4.png | |||
| imageSize2 = 122x120px | |||
| caption2 = Fun fact: This move is so bad it was completely removed in HD Remix. | |||
| data = | |||
{{AttackData-SSF2T | |||
|damage = {{tooltip|text=22[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}} | |||
|dizzy= 0~5 | |||
|dizzytime= 40 | |||
|cancel = None | |||
|guard = Mid | |||
|startup = 7 | |||
|active = 9 (5/4) | |||
|recovery = 43 | |||
|total = 59 | |||
|frameAdv = Hit: Hard KD<br>Block: -39 / -34 | |||
|actrange = N/A | |||
|meter = 2/1 | |||
|description= Chun-Li does a jump off the opponent (or thin air) into a flip. | |||
*Heavily nerfed from her Old version, being unable to combo. | |||
*The second hitbox knocks down, but it's very difficult to hit with it. | |||
*Gives the same meter on block/hit as a Short/Jab even though this move is performed with a Forward. | |||
*Avoid this move. | |||
}} | |||
}} | |||
<span class="mw-customtoggle-spinkick" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-spinkick"> | |||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell| | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_fk1.png}} |{{STDiagramImageCell| 1 | ChunLi_fk2.png}} |{{STDiagramImageCell| 1 | ChunLi_fk3.png}} |{{STDiagramImageCell| 1 | ChunLi_fk4.png}} |{{STDiagramImageCell| 1 | ChunLi_fk5.png}} |{{STDiagramImageCell| 1 | ChunLi_fk6.png}} |{{STDiagramImageCell| 1 | ChunLi_fk7.png}} |{{STDiagramImageCell| 1 | ChunLi_fk8.png}} | ||
|- | |- | ||
{{ | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 5}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 6}} |{{STDiagramCell| 29}} | ||
|- | |- | ||
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 7}} |{{STDiagramCellColSpan| 2 | 9}} |{{STDiagramCellColSpan| 4 | 43}} | |||
|} | |} | ||
</div> | |||
===== <span class="invisible-header">Kyakukyakuraku</span> ===== | |||
{{MoveData | |||
| name = Kyakukyakuraku | |||
| input = 3HK / {{df}}+{{hk}} | |||
| subtitle = Neck Breaker | |||
| image = ChunLi_nb8.png | |||
| imageSize = 89x84px | |||
| caption = | |||
| data = | |||
{{AttackData-SSF2T | |||
|damage = {{tooltip|text=20[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}} | |||
|dizzy= 10~16 | |||
|dizzytime= 80 | |||
|cancel = None | |||
|guard = Mid/Low | |||
|startup = 37 | |||
|active = 14 | |||
|recovery = 0 | |||
|total = 51 | |||
|frameAdv = Hit: Hard KD<br>Block: Dependent | |||
|actrange = N/A | |||
|meter = 5/4 | |||
|description= Chun-Li flips over her opponent and lands on top with a knee strike. | |||
*This move is good for shenanigans or to simply force the opponent to block on wake-up, since it can avoid a lot of reversal attacks. | |||
*It has high stun, but the timer bonus is very short, so odds are it will either dizzy or the enemy will recover from all dizzy damage by the time they get back up. | |||
*Despite Chun being airborne during the move, it hits Mid, and will hit Low if Chun hits deep enough. | |||
*Since Chun is airborne from frame 1, this move can be used to avoid tick throws. | |||
}} | |||
}} | |||
<span class="mw-customtoggle-neckbreak" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-neckbreak"> | |||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell| | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_nb1.png}} |{{STDiagramImageCell| 1 | ChunLi_nb2.png}} |{{STDiagramImageCell| 1 | ChunLi_nb3.png}} |{{STDiagramImageCell| 1 | ChunLi_nb4.png}} |{{STDiagramImageCell| 1 | ChunLi_nb5.png}} |{{STDiagramImageCell| 1 | ChunLi_nb6.png}} |{{STDiagramImageCell| 1 | ChunLi_nb7.png}} |{{STDiagramImageCell| 1 | ChunLi_nb8.png}} | ||
|- | |- | ||
{{STDiagramCell| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 5}} |{{STDiagramCell| 6}} |{{STDiagramCell| 7}} |{{STDiagramCell| 8}} |{{STDiagramCell| 2}} |{{STDiagramCell| 14}} | ||
|- | |- | ||
{{STDiagramCell | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 7 | 37}} |{{STDiagramCell| 14}} | ||
|} | |} | ||
</div> | |||
===== <span class="invisible-header">Yosokyakus</span> ===== | |||
{{MoveData | |||
| name = Yosokyaku | |||
| input = 2MK midair<br>{{d}}+{{mk}} midair | |||
| subtitle = Head Stomp | |||
| image = ChunLi_hs3.png | |||
| imageSize = 62x109px | |||
| caption = | |||
| data = | |||
{{AttackData-SSF2T | |||
|damage = {{tooltip|text=20[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}} | |||
|dizzy= 2~8 | |||
|dizzytime= 60 | |||
|cancel = Special | |||
|guard = High | |||
|startup = 3 | |||
|active = 16 | |||
|recovery = ∞ | |||
|total = 19+∞ | |||
|frameAdv = Dependent | |||
|actrange = N/A | |||
|meter = 4/3 | |||
|description= Chun-Li stomps on her opponent midair. | |||
*It is possible to use this move as an instant overhead. Simply jump and immediately do a head stomp, and the enemy will have to block high to avoid getting hit. | |||
*This move has "trip guard", meaning if you use it and someone tries to sweep or Low Tiger Shot you, you'll either beat it or land in a blocking position. | |||
*For New Chun-Li this move can only be activated with {{Motion|2}}, that is, {{Motion|1}} or {{Motion|3}} will give you her normal Jumping Forward kick instead. | |||
}} | |||
}} | |||
<span class="mw-customtoggle-stomp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-stomp"> | |||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell| | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_hs1&4.png}} |{{STDiagramImageCell| 1 | ChunLi_hs2&5.png}} |{{STDiagramImageCell| 1 | ChunLi_hs3.png}} |{{STDiagramImageCell| 1 | ChunLi_hs1&4.png}} |{{STDiagramImageCell| 1 | ChunLi_hs2&5.png}} |{{STDiagramImageCell| 1 | ChunLi_hs6.png}} |{{STDiagramImageCell| 1 | ChunLi_hs7.png}} | ||
|- | |- | ||
{{STDiagramCell| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 16}} |{{STDiagramCell| 8}} |{{STDiagramCell| 4}} |{{STDiagramCell| 5}} |{{STDiagramCell| ∞}} | ||
|- | |- | ||
{{STDiagramCell | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 3}} |{{STDiagramCell| 16}} |{{STDiagramCellColSpan| 4 | ∞}} | ||
|} | |} | ||
</div> | |||
==Throws== | |||
Chun-Li can throw with {{Icon-Capcom|mp}} and {{Icon-Capcom|hp}}. She also has an air throw, performed with the same buttons. | |||
{{MoveData | |||
| name = Koshuto | |||
| input = cl. 4/6 + MP/HP<br>cl. {{b}} or {{f}}+{{mp}}/{{hp}} | |||
| subtitle = | |||
| image = ssf2t_chunli_pthrow.png | |||
| imageSize = 162x70px | |||
| caption = | |||
| data = | |||
{{AttackData-SSF2T | |||
|damage = <u>38</u> (Strong)<br><u>32</u> (Fierce) | |||
|dizzy= 7~13 | |||
|dizzytime= 100 | |||
|cancel = | |||
|guard = Grab | |||
|startup = 0 | |||
|active = 1 | |||
|recovery = Dependent | |||
|total = 2 | |||
|frameAdv = N/A | |||
|actrange = 48 (from axis)<br>23 (from throwable box) | |||
|description= Chun-Li's throw. | |||
*The Strong version does more damage than the Fierce version for some reason, so prefer the Strong version when you're not trying to throw tech. | |||
*The direction held when throwing determines the direction you'll throw at. | |||
*Be careful when throwing cornered opponents towards the corner, since most characters can actually punish Chun-Li's recovery if they tech. | |||
*If facing a charge character, know that if the throw is teched the opponent will not have enough back charge for his specials right after recovering from being thrown. This happens because there's a side switch during the throw animation. This means that Chun-Li can try to follow it up with a meaty without having to fear certain reversals (e.g. Boxer's or Dictator's Super), but know that they may have enough down charge since it's possible to tech throws with {{Motion|1}} or {{Motion|3}}. | |||
}} | |||
}} | |||
{{MoveData | |||
| name = Ryuseiraku | |||
| input = Any direction but 8 midair + MP/HP<br>Any direction but {{u}} midair + {{mp}}/{{hp}} | |||
| subtitle = | |||
| image = ssf2t_chunli_pthrow.png | |||
| imageSize = 162x70px | |||
| caption = | |||
| data = | |||
{{AttackData-SSF2T | |||
|damage = <u>34</u> | |||
|dizzy= 7~13 | |||
|dizzytime= 100 | |||
|cancel = | |||
|guard = Grab | |||
|startup = 0 | |||
|active = 1 | |||
|recovery = Dependent | |||
|total = 2 | |||
|frameAdv = N/A | |||
|actrange = 58 (from axis)<br>33 (from throwable box)<br>{{Tooltip | text=Minimum height: 48/48 | hovertext=Must be 48 units upwards/48 units downward to use in air.}} | |||
|description= Same sprite and basic function as Chun's grounded throw. | |||
*Very good range for an air throw. | |||
}} | |||
}} | |||
<span class="mw-customtoggle-throw" style="color: cyan">'''Click to toggle throwbox data.'''</span> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-throw"> | |||
*'''Ground Throw:''' | |||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramImageCell| 1| ChunLi_throwb.png}} |{{STDiagramImageCell| 1 | ChunLi_throw.png}} |{{STDiagramImageCell| 1 | ChunLi_throwf.png}} | |||
|} | |} | ||
* | *'''Air Throw:''' | ||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramImageCell| 1| ChunLi_airthrow.png}} | |||
|} | |} | ||
</div> | |||
--[[User:Raisin|Raisin]] (March 12, 2007), some info courtesy T.Akiba | --[[User:Raisin|Raisin]] (March 12, 2007), some info courtesy T.Akiba | ||
==Special Moves== | |||
=== <span class="invisible-header">Kikoken</span> === | |||
*< | {{MoveData | ||
| name = Kikoken | |||
| input = {{tooltip|text=[4]6P / {{cb}}{{f}}+{{p}}|hovertext=Detailed Input: (Charge ←/↙/↖ for at least 61f, [7~14f] → [10/9/7f] Jab/Strong/Fierce. It is needed to wait at least 1 frame after leaving the charge direction to enter with the P button)}} | |||
| subtitle = Fireball | |||
| image = ChunLi_fb11jab.png | |||
| imageSize = 136x86px | |||
| data = | |||
{{AttackData-SSF2T | |||
|version = {{Icon-Capcom|lp}} | |||
|damage = {{tooltip|text=17[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}} | |||
|dizzy= 5~11 | |||
|dizzytime= 90 | |||
|cancel = None | |||
|guard = Mid | |||
|startup = 5 | |||
|active = {{Tooltip | text=75| hovertext= Projectile travels 222 pixels}} | |||
|recovery = {{Tooltip | text=42*|hovertext = Decrements during hitfreeze. Affected by the Fireball Recovery Glitch.}} | |||
|total = 47 | |||
|frameAdv = Dependent | |||
|actrange = N/A | |||
|meter = 5 | |||
|description= <br> | |||
}} | |||
{{AttackData-SSF2T | |||
|version = {{Icon-Capcom|mp}} | |||
|damage = {{tooltip|text=18[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}} | |||
|dizzy= 7~13 | |||
|dizzytime= 90 | |||
|cancel = None | |||
|guard = Mid | |||
|startup = 5 | |||
|active = {{Tooltip | text=45| hovertext= Projectile travels 176 pixels.}} | |||
|recovery = {{Tooltip | text=40*|hovertext = Decrements during hitfreeze. Affected by the Fireball Recovery Glitch.}} | |||
|total = 45 | |||
|frameAdv = Dependent | |||
|actrange = N/A | |||
|meter = 5 | |||
|description= <br> | |||
}} | |||
{{AttackData-SSF2T | |||
|version = {{Icon-Capcom|hp}} | |||
|damage = {{tooltip|text=20[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}} | |||
|dizzy= 7~13 | |||
|dizzytime= 90 | |||
|cancel = None | |||
|guard = Mid | |||
|startup = 5 | |||
|active = {{Tooltip | text=31| hovertext= Projectile travels 150 pixels.}} | |||
|recovery = {{Tooltip | text=38*|hovertext = Decrements during hitfreeze. Affected by the Fireball Recovery Glitch.}} | |||
|total = 43 | |||
|frameAdv = Dependent | |||
|actrange = N/A | |||
|meter = 5 | |||
|description= Chun-Li puts her back into a fireball. | |||
*Damage and speed increases with strength. | |||
*The fireball will travel a set distance, which decreases with strength (along with Chun's recovery frames). | |||
*This move has the best startup for a fireball in the game by far, which helps tremendously stopping advancing moves like Honda's Headbutt. | |||
*This move works very well as an anti-air tool. Even if it trades, you score a full knockdown, which you can use to apply your strong wake-up game. | |||
*Due to a glitch, it's possible to change the recovery of any Kikoken to that of a Fierce by either whiffing or kara-canceling a Fierce or Roundhouse normal. You can read more about it [[Super Street Fighter 2 Turbo/System#Fireball Recovery Glitch | here]]. | |||
}} | |||
}} | |||
<span class="mw-customtoggle-kikoken" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-kikoken"> | |||
'''Startup:''' | |||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_fb1.png}} |{{STDiagramImageCell| 1 | ChunLi_fb2.png}} |{{STDiagramImageCell| 1 | ChunLi_fb3.png}} |{{STDiagramImageCell| 1 | ChunLi_fb4.png}} |{{STDiagramImageCell| 1 | ChunLi_fb5.png}} | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_fb1.png}} |{{STDiagramImageCell| 1 | ChunLi_fb2.png}} |{{STDiagramImageCell| 1 | ChunLi_fb3.png}} |{{STDiagramImageCell| 1 | ChunLi_fb4.png}} |{{STDiagramImageCell| 1 | ChunLi_fb5.png}} | ||
Line 791: | Line 1,588: | ||
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 5 | 5}} | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 5 | 5}} | ||
|} | |} | ||
'''Active:''' | |||
* | *'''Jab Version:''' | ||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell| | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_fb6.png}} |{{STDiagramImageCell| 1 | ChunLi_fb7jab.png}} |{{STDiagramImageCell| 1 | ChunLi_fb8jab.png}} |{{STDiagramImageCell| 1 | ChunLi_fb9jab.png}} |{{STDiagramImageCell| 1 | ChunLi_fb10jab.png}} |{{STDiagramImageCell| 1 | ChunLi_fb11jab.png}} | ||
|- | |- | ||
{{ | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1...}} | ||
|- | |- | ||
{{ | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 6 | 42}} | ||
|} | |} | ||
* | *'''Strong Version:''' | ||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell| | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_fb6.png}} |{{STDiagramImageCell| 1 | ChunLi_fb7strng.png}} |{{STDiagramImageCell| 1 | ChunLi_fb8strng.png}} |{{STDiagramImageCell| 1 | ChunLi_fb9strng.png}} |{{STDiagramImageCell| 1 | ChunLi_fb10strng.png}} |{{STDiagramImageCell| 1 | ChunLi_fb11strng.png}} | ||
|- | |- | ||
{{STDiagramCell| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1...}} | ||
|- | |- | ||
{{STDiagramCell | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 6 | 40}} | ||
|} | |} | ||
* | *'''Fierce Version:''' | ||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell| | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_fb6.png}} |{{STDiagramImageCell| 1 | ChunLi_fb7frc.png}} |{{STDiagramImageCell| 1 | ChunLi_fb8frc.png}} |{{STDiagramImageCell| 1 | ChunLi_fb9frc.png}} |{{STDiagramImageCell| 1 | ChunLi_fb10frc.png}} |{{STDiagramImageCell| 1 | ChunLi_fb11frc.png}} | ||
|- | |- | ||
{{STDiagramCell| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1...}} | ||
|- | |- | ||
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 6 | 38}} | |||
|} | |} | ||
'''Total Distance Traveled:''' | |||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell| <b>Jab:</b> 222 pixels after 75 frames}} |{{STDiagramCell| <b>Strong:</b> 176 pixels after 45 frames}} |{{STDiagramCell| <b>Fierce:</b> 150 pixels after 31 frames}} | {{STDiagramCell| <b>Jab:</b> 222 pixels after 75 frames}} |{{STDiagramCell| <b>Strong:</b> 176 pixels after 45 frames}} |{{STDiagramCell| <b>Fierce:</b> 150 pixels after 31 frames}} | ||
|- | |- | ||
{{ | {{STDiagramImageCellBorderRight| 1 | ChunLi_fbjab.png}} |{{STDiagramImageCellBorderRight| 1 | ChunLi_fbstrng.png}} |{{STDiagramImageCell| 1 | ChunLi_fbfrc.png}} | ||
|} | |} | ||
</div> | |||
=== <span class="invisible-header">Hyakuretsukyaku</span> === | |||
{{MoveData | |||
| name = Hyakuretsukyaku | |||
| input = {{tooltip|text=Press {{k}} Repeatedly|hovertext=Detailed Input: (Pressing a Kick button increases an invisible counter. If the button is not pressed again within 15/12/9f (Short/Forward/Roundhouse) of the last press, it resets back to 0. Pressing K while the counter equals 5 during a state where the move can come out will start the move. The move will continue as long as you keep pressing the button)}} | |||
| subtitle = Lightning Legs | |||
| image = ChunLi_ll3.png | |||
| imageSize = 122x101px | |||
| caption = | |||
| image2 = ChunLi_ll5.png | |||
| imageSize2 = 132x98px | |||
| caption2 = | |||
| image3 = ChunLi_ll7.png | |||
| imageSize3 = 141x98px | |||
| caption3 = | |||
| image4 = ChunLi_ll9.png | |||
| imageSize4 = 131x98px | |||
| caption4 = | |||
| data = | |||
{{AttackData-SSF2T | |||
|version = {{Icon-Capcom|lk}} | |||
|damage = {{tooltip|text=28[2]|hovertext=[2] Random Damage Table: -3 = 3.125%, -2 = 3.125%, -1 = 3.125%, +0 = 46.875%, +1 = 12.5%, +2 = 15.625%, +3 = 6.25%, +4 = 9.375%}} | |||
|dizzy= 5~11 | |||
|dizzytime= 100 | |||
|cancel = None | |||
|guard = Mid | |||
|startup = 4 | |||
|active = (4(4) x 5) + 3 minimum<br>4(4) x 4 every cycle | |||
|recovery = 4 | |||
|total = {{Tooltip | text=51 minimum | hovertext= 40 + (32 x each cycle) if multiple cycles are mashed out.}} | |||
|frameAdv = Dependent | |||
|actrange = N/A | |||
|meter = 4 | |||
|description= <br> | |||
}} | |||
{{AttackData-SSF2T | |||
|version = {{Icon-Capcom|mk}} | |||
|damage = {{tooltip|text=30[2]|hovertext=[2] Random Damage Table: -3 = 3.125%, -2 = 3.125%, -1 = 3.125%, +0 = 46.875%, +1 = 12.5%, +2 = 15.625%, +3 = 6.25%, +4 = 9.375%}} | |||
|dizzy= 5~11 | |||
|dizzytime= 100 | |||
|cancel = None | |||
|guard = Mid | |||
|startup = 7 | |||
|active = (2(2) x 7) + 1 minimum<br>2(2) x 4 every cycle | |||
|recovery = 8 | |||
|total = {{Tooltip | text=44 minimum | hovertext= 31 + (16 x each cycle) if multiple cycles are mashed out.}} | |||
|frameAdv = Dependent | |||
|actrange = N/A | |||
|meter = 4 | |||
|description= <br> | |||
}} | |||
{{AttackData-SSF2T | |||
|version = {{Icon-Capcom|hk}} | |||
|damage = {{tooltip|text=32[2]|hovertext=[2] Random Damage Table: -3 = 3.125%, -2 = 3.125%, -1 = 3.125%, +0 = 46.875%, +1 = 12.5%, +2 = 15.625%, +3 = 6.25%, +4 = 9.375%}} | |||
|dizzy= 5~11 | |||
|dizzytime= 100 | |||
|cancel = None | |||
|guard = Mid | |||
|startup = 10 | |||
|active = 1(1) x 11 minimum<br>1(1) x 4 every cycle | |||
|recovery = {{tooltip|text=13|hovertext=Includes the last inactive frame of the move.}} | |||
|total = {{Tooltip | text=45 minimum | hovertext= 31 + (8 x each cycle) if multiple cycles are mashed out.}} | |||
|frameAdv = Dependent | |||
|actrange = N/A | |||
|meter = 4 | |||
|description= Chun-Li unleashes a flurry of kicks at lightning speed. | |||
*Continuing to mash the button after the move comes out will keep the move going indefinitely. | |||
*Will never combo into itself. Once this attack hits, subsequent hitboxes will whiff until your opponent can block. | |||
*Chun's legs are fully invulnerable, giving the move excellent priority. | |||
'''General Strategies''' | |||
*Since your legs are invunlerable and your hurtboxes are moved backwards, this move will beat most other attacks in melee range. An important strategy is to use Lightning Legs to whiff punish attacks from afar, when your opponent is worried about throws, Strong punches, and Forward kicks. | |||
*This move also works great as an okizeme option, provided you space your move properly to avoid a reversal. | |||
}} | |||
}} | |||
<span class="mw-customtoggle-legs" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-legs"> | |||
'''Startup:''' | |||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_ll1&12.png}} |{{STDiagramImageCell| 1 | ChunLi_ll2&11.png}} | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_ll1&12.png}} |{{STDiagramImageCell| 1 | ChunLi_ll2&11.png}} | ||
Line 862: | Line 1,721: | ||
{{STDiagramCell| Simplified (Rh)}} |{{STDiagramCellColSpan| 2 | 10}} | {{STDiagramCell| Simplified (Rh)}} |{{STDiagramCellColSpan| 2 | 10}} | ||
|} | |} | ||
'''Active:''' | |||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{ | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_ll3.png}} |{{STDiagramImageCell| 1 | ChunLi_ll4.png}} |{{STDiagramImageCell| 1 | ChunLi_ll5.png}} |{{STDiagramImageCell| 1 | ChunLi_ll6&10.png}} | ||
|- | |- | ||
{{STDiagramCell| | {{STDiagramCell| Frame Count (Short)}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} | ||
|- | |- | ||
{{STDiagramCell| | {{STDiagramCell| Frame Count (Forward)}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} | ||
|- | |- | ||
{{STDiagramCell | {{STDiagramCell| Frame Count (Rh)}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} | ||
|} | |} | ||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
Line 889: | Line 1,740: | ||
{{STDiagramCell| Frame Count (Rh)}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} | {{STDiagramCell| Frame Count (Rh)}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} | ||
|} | |} | ||
'''NOTE:''' The diagram shown refers to one complete cycle of the Lightning Legs animation. The minimal durations for each are as follows: | |||
*The LK version will make a full cycle once, then will stop at frame 3 of the third cell. (35 frames in total) | |||
*The MK version will make a full cycle once, then will stop at frame 1 of the 7th cell. (29 frames in total) | |||
*The HK version will make 2 full cycles, then stop at the 6th cell. (22 frames in total) | |||
'''Recovery:''' | |||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_ll2&11.png}} |{{STDiagramImageCell| 1 | ChunLi_ll1&12.png}} | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_ll2&11.png}} |{{STDiagramImageCell| 1 | ChunLi_ll1&12.png}} | ||
Line 906: | Line 1,762: | ||
{{STDiagramCell| Simplified (Rh)}} |{{STDiagramCellColSpan| 2 | 12}} | {{STDiagramCell| Simplified (Rh)}} |{{STDiagramCellColSpan| 2 | 12}} | ||
|} | |} | ||
</div> | |||
=== <span class="invisible-header">Tenshokyaku</span> === | |||
{{MoveData | |||
| name = Tenshokyaku | |||
| input = {{tooltip|text=[2]8K / {{cd}}{{u}}+{{k}}|hovertext=Detailed Input: (Charge ↓/↙/↘ for at least 60f, [7~14f] ↑/↖/↗ [10/9/7/5f] Short/Forward/Roundhouse/any K if you are at a jumpable state. It is needed to wait at least 1 frame after leaving the charge direction to enter with the K button)}} | |||
| subtitle = Upkicks | |||
| image = ChunLi_upk2.png | |||
| imageSize = 87x96px | |||
| caption = | |||
| image2 = ChunLi_upk6shrt_6frwrd_5&15rh.png | |||
| imageSize2 = 83x133px | |||
| caption2 = | |||
| image3 = ChunLi_upk11shrt_11frwrd_10&20rh.png | |||
| imageSize3 = 120x135px | |||
| caption3 = They go up, and they kick. That's why everyone calls 'em Upkicks. | |||
| data = | |||
{{AttackData-SSF2T | |||
|version = {{Icon-Capcom|lk}} | |||
|damage = {{tooltip|text=12[2]|hovertext=[2] Random Damage Table: -3 = 3.125%, -2 = 3.125%, -1 = 3.125%, +0 = 46.875%, +1 = 12.5%, +2 = 15.625%, +3 = 6.25%, +4 = 9.375%}} x 3 | |||
|dizzy= 0~4 x 3 | |||
|dizzytime= 20 x 3 | |||
|cancel = None | |||
|guard = Mid | |||
|startup = 6 | |||
|active = 4(4)4(8)4 | |||
|recovery = 37 | |||
|total = 67 | |||
|frameAdv = Hit: Hard KD<br>Block: -39 (First Hit) | |||
|actrange = N/A | |||
|meter = 8 | |||
|description= *Invincible on frames 1-10. | |||
}} | |||
{{AttackData-SSF2T | |||
|version = {{Icon-Capcom|mk}} | |||
|damage = {{tooltip|text=12[2]|hovertext=[2] Random Damage Table: -3 = 3.125%, -2 = 3.125%, -1 = 3.125%, +0 = 46.875%, +1 = 12.5%, +2 = 15.625%, +3 = 6.25%, +4 = 9.375%}} x 3 | |||
|dizzy= 0~4 x 3 | |||
|dizzytime= 20 x 3 | |||
|cancel = None | |||
|guard = Mid | |||
|startup = 4 | |||
|active = 4(4)4(8)4(8)4 | |||
|recovery = 34 | |||
|total = 74 | |||
|frameAdv = Hit: Hard KD<br>Block: -48 (First Hit) | |||
|actrange = N/A | |||
|meter = 8 | |||
|description= *Invincible on frames 1-8. | |||
}} | |||
{{AttackData-SSF2T | |||
|version = {{Icon-Capcom|hk}} | |||
|damage = {{tooltip|text=12[2]|hovertext=[2] Random Damage Table: -3 = 3.125%, -2 = 3.125%, -1 = 3.125%, +0 = 46.875%, +1 = 12.5%, +2 = 15.625%, +3 = 6.25%, +4 = 9.375%}} x 3 | |||
|dizzy= 0~4 x 3 | |||
|dizzytime= 20 x 3 | |||
|cancel = None | |||
|guard = Mid | |||
|startup = 2 | |||
|active = 2(4)4(8)4(8)4(8)4 | |||
|recovery = 23 | |||
|total = 71 | |||
|frameAdv = Hit: Hard KD<br>{{tooltip|text=Block: -47 (First Hit)|hovertext=-42 if the first 2 hits are blocked (Point Blank)}} | |||
|actrange = N/A | |||
|meter = 8 | |||
|description= *Invincible on frames 1-4. | |||
Chun-Li rises into the air, unleashing a torrent of tornado kicks. | |||
*This move causes a 3 hit juggle state. Despite Forward and Roundhouse having more than 3 hitboxes, it can still only juggle 3 times in the air. | |||
*Chun is considered airborne for the entire move. Due to a programing mistake this move does not have any grounded recovery frames, allowing for blocking and counter throws as soon as you land. | |||
'''General Strategies''' | |||
*{{Icon-Capcom|lk}} version: | |||
**Has the slowest startup but also the most invincibility, which is optimal for various situations (e.g. anti airs). But, even on this version the invincibility does not last for very long, which often forces Chun to activate the move at the very last moment for it to anti air successfully. The problem is that Chun-Li will have standing up hurtboxes right before the move coming out (because the transition from ↓ to ↑ doesn't happen instantly), which may result in Chun-Li being hit before her move can come out. To alleviate that problem, it's recommended to kara cancel a crouching normal into this move, so Chun-Li can transition from her crouching stance into this move's invincible startup without having standing hurtboxes in between. | |||
*{{Icon-Capcom|mk}} version: | |||
**Has slightly less invincibility than the Short version, but if the kara cancel method is used then its invincibility will often be just enough to anti-air most air moves, with the added benefit of having more horizontal reach than the Short version. Basically, this is the more rounded version of the move, which is to be used whenever you don't particularly need the extra invincibility of the Short version, nor the extremely fast startup of the Roundhouse version. | |||
*{{Icon-Capcom|hk}} version: | |||
**Is your go-to reversal outside of Super. It can't be safe jumped due to the 2 frame startup and can also thwart meaty crossups. The invincibility on it is very short so the other versions should be favored for anti-air situations. | |||
**Don't be too over confident on its anti safe-jump capabilities though. The move has poor priority and reach overall, this means that air moves with very good priority can be used as "fake" safe jumps by spacing the jump so they don't land too close to Chun, making her move whiff completely or even straight out beaten (since right after the invulnerability ends, Chun is vulnerable and NOT attacking - and this is even more of a problem with the Roundhouse version, since its invulnerability doesn't last very long). Also, the poor upwards reach must be emphasized: there are a some air moves that don't even have good priority at the front that can still be used as "fake" safe jumps due to their leg hurtboxes being out of reach. These moves are Ken's Jumping Forward and Roundhouse, E.Honda's Jumping Forward and Roundhouse, Claw's Neutral Jumping Short and Forward, Sagat's Jumping Forward and Roundhouse, Dictator's Jumping Fierce, T.Hawk's Jumping Roundhouse and Fei's Jumping Roundhouse. | |||
}} | |||
}} | |||
<span class="mw-customtoggle-tenshokyaku" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-tenshokyaku"> | |||
*<b>Short Version:</b> | *<b>Short Version:</b> | ||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell| | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_upk1.png}} |{{STDiagramImageCell| 1 | ChunLi_upk2.png}} |{{STDiagramImageCell| 1 | ChunLi_upk3shrt_3frwrd.png}} |{{STDiagramImageCell| 1 | ChunLi_upk4shrt_4frwrd_3&13rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk5shrt_5frwrd_4&14rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk6shrt_6frwrd_5&15rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk7shrt_7frwrd_6&16rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk8shrt_8frwrd_7&17rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk9shrt_9&14frwrd_8&18rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk10shrt_10&15frwrd_9&19rh.png}} | ||
|- | |- | ||
{{ | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} | ||
|- | |- | ||
{{STDiagramCell| Simplified}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 3 |4}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan|4| 8}} | |||
|} | |} | ||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
Line 937: | Line 1,861: | ||
{{STDiagramCell| Simplified}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 5 | 37}} | {{STDiagramCell| Simplified}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 5 | 37}} | ||
|} | |} | ||
*<b>Forward Version:</b> | *<b>Forward Version:</b> | ||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell| | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_upk1.png}} |{{STDiagramImageCell| 1 | ChunLi_upk2.png}} |{{STDiagramImageCell| 1 | ChunLi_upk3shrt_3frwrd.png}} |{{STDiagramImageCell| 1 | ChunLi_upk4shrt_4frwrd_3&13rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk5shrt_5frwrd_4&14rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk6shrt_6frwrd_5&15rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk7shrt_7frwrd_6&16rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk8shrt_8frwrd_7&17rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk9shrt_9&14frwrd_8&18rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk10shrt_10&15frwrd_9&19rh.png}} | ||
|- | |- | ||
{{STDiagramCell| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} | ||
|- | |- | ||
{{STDiagramCell | {{STDiagramCell| Simplified}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 3 |4}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan|4| 8}} | ||
|} | |} | ||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_upk11shrt_11frwrd_10&20rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk12shrt_12&17frwrd_11&21rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk13shrt_13&18frwrd_12&22rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk9shrt_9&14frwrd_8&18rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk10shrt_10&15frwrd_9&19rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk16frwrd.png}} | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_upk11shrt_11frwrd_10&20rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk12shrt_12&17frwrd_11&21rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk13shrt_13&18frwrd_12&22rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk9shrt_9&14frwrd_8&18rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk10shrt_10&15frwrd_9&19rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk16frwrd.png}} | ||
|- | |- | ||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 4}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 4}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} | ||
|- | |- | ||
{{STDiagramCell| Simplified}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 4 | 8}} |{{STDiagramCell| 4}} | |||
|} | |} | ||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_upk12shrt_12&17frwrd_11&21rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk13shrt_13&18frwrd_12&22rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk14shrt_19frwrd_23rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk15shrt_20frwrd_24rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk16shrt_21frwrd_25rh.png}} | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_upk12shrt_12&17frwrd_11&21rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk13shrt_13&18frwrd_12&22rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk14shrt_19frwrd_23rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk15shrt_20frwrd_24rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk16shrt_21frwrd_25rh.png }} | ||
|- | |- | ||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 21}} |{{STDiagramCell| 6}} | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 21}} |{{STDiagramCell| 6}} | ||
|- | |- | ||
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 5 | 34}} | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 5 | 34}} | ||
|} | |} | ||
*<b>Roundhouse Version:</b> | *<b>Roundhouse Version:</b> | ||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell| | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_upk1.png}} |{{STDiagramImageCell| 1 | ChunLi_upk2.png}} |{{STDiagramImageCell| 1 | ChunLi_upk4shrt_4frwrd_3&13rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk5shrt_5frwrd_4&14rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk6shrt_6frwrd_5&15rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk7shrt_7frwrd_6&16rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk8shrt_8frwrd_7&17rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk9shrt_9&14frwrd_8&18rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk10shrt_10&15frwrd_9&19rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk11shrt_11frwrd_10&20rh.png}} | ||
|- | |- | ||
{{ | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} | ||
|- | |- | ||
{{ | {{STDiagramCell| Simplified}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCellColSpan| 2 |4}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 4 | 8}} |{{STDiagramCell| 4}} | ||
|} | |} | ||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
Line 992: | Line 1,903: | ||
|} | |} | ||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_upk11shrt_11frwrd_10&20rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk12shrt_12&17frwrd_11&21rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk13shrt_13&18frwrd_12&22rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk14shrt_19frwrd_23rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk15shrt_20frwrd_24rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk16shrt_21frwrd_25rh.png}} | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_upk11shrt_11frwrd_10&20rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk12shrt_12&17frwrd_11&21rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk13shrt_13&18frwrd_12&22rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk14shrt_19frwrd_23rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk15shrt_20frwrd_24rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk16shrt_21frwrd_25rh.png }} | ||
|- | |- | ||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 7}} |{{STDiagramCell| 7}} | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 7}} |{{STDiagramCell| 7}} | ||
Line 998: | Line 1,909: | ||
{{STDiagramCell| Simplified}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 5 | 23}} | {{STDiagramCell| Simplified}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 5 | 23}} | ||
|} | |} | ||
</div> | |||
=== <span class="invisible-header">Spinning Bird Kick</span> === | |||
{{MoveData | |||
| name = Spinning Bird Kick | |||
| input = {{Tooltip| text= [4]6K<br>{{cb}}{{f}} + {{k}}|hovertext=Detailed Input: (Charge ←/↙/↖ for at least 60f, [7~14f] → [10/9/7f] Short/Forward/Roundhouse. It is needed to wait at least 1 frame after leaving the charge direction to enter with the K button)}} | |||
| subtitle = | |||
| image = ChunLi_sbk12&20shrt_12&20&28frwrd_12&20&28&36&44rh.png | |||
| imageSize = 152x100px | |||
| caption = | |||
| image2 = ChunLi_sbk16&24shrt_16&24&32frwrd_16&24&32&40rh.png | |||
| imageSize2 = 153x100px | |||
| caption2 = There's an additional 1x1 hitbox near Chun's thighs in between these frames. | |||
| data = | |||
{{AttackData-SSF2T | |||
|version = {{Icon-Capcom|lk}} | |||
|damage = {{tooltip|text=14[1] / 12[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}} | |||
|dizzy= 7~13 | |||
|dizzytime= 90 | |||
|cancel = None | |||
|guard = Mid | |||
|startup = {{tooltip|text=32*|hovertext=A 1x1 hitbox inside of Chun's pushbox starts after 23 frames.}} | |||
|active = {{tooltip|text=2(3)1(5)2(11)2*|hovertext=A 1x1 hitbox is active during inbetween frames, so this number is technically 35.}} | |||
|recovery = 21 | |||
|total = 79 | |||
|frameAdv = Dependent | |||
|actrange = N/A | |||
|meter = 8 | |||
|description= *Invincible from frames 1-17, 22-23, and 59-73. | |||
}} | |||
{{AttackData-SSF2T | |||
|version = {{Icon-Capcom|mk}} | |||
|damage = {{tooltip|text=16[1] / 14[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}} | |||
|dizzy= 7~13 | |||
|dizzytime= 90 | |||
|cancel = None | |||
|guard = Mid | |||
|startup = {{tooltip|text=34*|hovertext=A 1x1 hitbox inside of Chun's pushbox starts after 27 frames.}} | |||
|active = {{tooltip|text=3(5)1(3)1(3)1(4)2(8)4*|hovertext=A 1x1 hitbox is active during most in-between frames, so this number is more accurately 16{1)7(2)16.}} | |||
|recovery = 23 | |||
|total = 92 | |||
|frameAdv = Dependent | |||
|actrange = N/A | |||
|meter = 8 | |||
|description= *Invincible from frames 1-17, 22-23, and 71-86. | |||
}} | |||
{{AttackData-SSF2T | |||
|version = {{Icon-Capcom|hk}} | |||
|damage = {{tooltip|text=18[1] / 16[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}} | |||
|dizzy= 7~13 | |||
|dizzytime= 90 | |||
|cancel = None | |||
|guard = Mid | |||
|startup = {{tooltip|text=36*|hovertext=A 1x1 hitbox inside of Chun's pushbox starts after 27 frames.}} | |||
|active = {{tooltip|text=3(7)2(3)1(3)1(3)1(3)1(3)1(4)1(7)3*|hovertext=A 1x1 hitbox is active during most in-between frames, so this number is more accurately 66.}} | |||
|recovery = {{tooltip|text=31*|hovertext=25 if counting the 1x1 hitbox.}} | |||
|total = 114 | |||
|frameAdv = Dependent | |||
|actrange = N/A | |||
|meter = 8 | |||
|description= *Invincible from frames 1-17, 22-23, and 89-108. | |||
Chun-Li flips onto her hands, pushes back up into the air, and spins forward. | |||
*The spins where Chun-Li faces backwards do more damage than the ones where she faces forwards. | |||
*For some reason there's a 1x1 hitbox inside of Chun-Li's pushbox during the frames between the bigger, actually useful hitboxes (with the exception of some of the animation frames of the Forward version.) See the detailed hitbox information for more detail. | |||
*This could be used as an anti-tick throw special since most of the startup is invulnerable, but you're likely better off using Tenshokyaku or Super due to this move's unpredictable nature. | |||
}} | |||
}} | |||
<span class="mw-customtoggle-sbk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-sbk"> | |||
'''Startup:''' | |||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell| | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_sbk1.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk2.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk3.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk4.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk5&8.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk6.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk7.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk5&8.png}} | ||
|- | |- | ||
{{ | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 2}} | ||
|- | |- | ||
{{ | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 8 | 23}} | ||
|} | |} | ||
'''Active/Recovery:''' | |||
* | *'''Short Version:''' | ||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell| | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_sbk9&17shrt_9&17&25&33&41rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk10&18shrt_10&18&26frwrd_10&18&26&34&42rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk11&19shrt_11&19&27frwrd_11&19&27&35&43rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk12&20shrt_12&20&28frwrd_12&20&28&36&44rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk13&21shrt_13&21&29frwrd_13&21&29&37&45rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk14&22shrt_14&22&30frwrd_14&22&30&38&46rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk15&23shrt_15&23&31frwrd_15&23&31&39rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk16&24shrt_16&24&32frwrd_16&24&32&40rh.png}} | ||
|- | |- | ||
{{STDiagramCell| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} | ||
|- | |- | ||
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 8 | 15}} | |||
|} | |} | ||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
Line 1,035: | Line 2,007: | ||
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 8 | 20}} | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 8 | 20}} | ||
|} | |} | ||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell| | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_sbk25&27shrt_34&36frwrd_47&49rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk26shrt.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk25&27shrt_34&36frwrd_47&49rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk28shrt_36frwrd_50rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk29shrt_37frwrd_51rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk30shrt_38frwrd_52rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk31shrt_39frwrd_54rh.png}} | ||
|- | |- | ||
{{STDiagramCell| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 6}} | ||
|- | |- | ||
{{STDiagramCell| | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 7 | 21}} | ||
| | |} | ||
{{ | |||
*'''Forward Version:''' | |||
{{STDiagramHeader}} | |||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_sbk9&17&25&33frwrd.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk10&18shrt_10&18&26frwrd_10&18&26&34&42rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk11&19shrt_11&19&27frwrd_11&19&27&35&43rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk12&20shrt_12&20&28frwrd_12&20&28&36&44rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk13&21shrt_13&21&29frwrd_13&21&29&37&45rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk14&22shrt_14&22&30frwrd_14&22&30&38&46rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk15&23shrt_15&23&31frwrd_15&23&31&39rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk16&24shrt_16&24&32frwrd_16&24&32&40rh.png}} | |||
|- | |- | ||
{{ | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} | ||
|- | |- | ||
{{ | {{STDiagramCell| Simplified}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 7 | 16}} | ||
|} | |} | ||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
Line 1,068: | Line 2,043: | ||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} | ||
|} | |} | ||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell| | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_sbk25&27shrt_34&36frwrd_47&49rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk35frwrd_48rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk25&27shrt_34&36frwrd_47&49rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk28shrt_36frwrd_50rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk29shrt_37frwrd_51rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk30shrt_38frwrd_52rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk31shrt_39frwrd_54rh.png}} | ||
|- | |- | ||
{{STDiagramCell| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 6}} | ||
|- | |- | ||
{{STDiagramCell| | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 7 | 21}} | ||
|} | |||
*'''Roundhouse Version:''' | |||
{{STDiagramHeader}} | |||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_sbk9&17shrt_9&17&25&33&41rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk10&18shrt_10&18&26frwrd_10&18&26&34&42rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk11&19shrt_11&19&27frwrd_11&19&27&35&43rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk12&20shrt_12&20&28frwrd_12&20&28&36&44rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk13&21shrt_13&21&29frwrd_13&21&29&37&45rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk14&22shrt_14&22&30frwrd_14&22&30&38&46rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk15&23shrt_15&23&31frwrd_15&23&31&39rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk16&24shrt_16&24&32frwrd_16&24&32&40rh.png}} | |||
|- | |- | ||
{{ | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 5}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} | ||
|- | |- | ||
{{STDiagramCell| 2 | Simplified}} |{{STDiagramCellColSpan| 8 | 25}} | |||
|} | |} | ||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
Line 1,110: | Line 2,088: | ||
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 6 | 16}} | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 6 | 16}} | ||
|} | |} | ||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_sbk25&27shrt_34&36frwrd_47&49rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk35frwrd_48rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk25&27shrt_34&36frwrd_47&49rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk28shrt_36frwrd_50rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk29shrt_37frwrd_51rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk30shrt_38frwrd_52rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk53rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk31shrt_39frwrd_54rh.png}} | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_sbk25&27shrt_34&36frwrd_47&49rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk35frwrd_48rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk25&27shrt_34&36frwrd_47&49rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk28shrt_36frwrd_50rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk29shrt_37frwrd_51rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk30shrt_38frwrd_52rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk53rh.png}} |{{STDiagramImageCell| 1 | ChunLi_sbk31shrt_39frwrd_54rh.png}} | ||
Line 1,136: | Line 2,095: | ||
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 8 | 25}} | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 8 | 25}} | ||
|} | |} | ||
</div> | |||
=== <span class="invisible-header">Aerial Spinning Bird Kick</span> === | |||
{{MoveData | |||
| name = Aerial Spinning Bird Kick | |||
| input = {{Tooltip| text= Air [4]6K<br>Air {{cb}}{{f}} + {{k}}|hovertext=Detailed Input: (Charge ←/↙/↖ for at least 60f, [7~14f] → [10/9/7f] Short/Forward/Roundhouse. It is needed to wait at least 1 frame after leaving the charge direction to enter with the K button)}} | |||
| subtitle = | |||
| image = ChunLi_asbk9.png | |||
| imageSize = 146x97px | |||
| caption = | |||
| image2 = ChunLi_asbk13.png | |||
| imageSize2 = 146x97px | |||
| caption2 = There's an additional 1x1 hitbox near Chun's thighs in between these frames. | |||
| data = | |||
{{AttackData-SSF2T | |||
|version = {{Icon-Capcom|lk}} | |||
|damage = {{tooltip|text=12[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}} | |||
|dizzy= 7~13 | |||
|dizzytime= 90 | |||
|cancel = None | |||
|guard = High | |||
|startup = {{tooltip|text=24*|hovertext=A 1x1 hitbox inside of Chun's pushbox starts after 18 frames.}} | |||
|active = {{tooltip|text=3(9)2*|hovertext=A 1x1 hitbox is active during inbetween frames, so this number is technically 20.}} | |||
|recovery = ∞ | |||
|total = 38+∞ | |||
|frameAdv = Dependent | |||
|actrange = N/A | |||
|meter = 8 | |||
|description= <br> | |||
}} | |||
{{AttackData-SSF2T | |||
|version = {{Icon-Capcom|mk}} | |||
|damage = {{tooltip|text=12[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}} | |||
|dizzy= 7~13 | |||
|dizzytime= 90 | |||
|cancel = None | |||
|guard = High | |||
|startup = {{tooltip|text=24*|hovertext=A 1x1 hitbox inside of Chun's pushbox starts after 18 frames.}} | |||
|active = {{tooltip|text=3(9)2*|hovertext=A 1x1 hitbox is active during most in-between frames, so this number is more accurately 20.}} | |||
|recovery = ∞ | |||
|total = 38+∞ | |||
|frameAdv = Dependent | |||
|actrange = N/A | |||
|meter = 8 | |||
|description= <br> | |||
}} | |||
{{AttackData-SSF2T | |||
|version = {{Icon-Capcom|hk}} | |||
|damage = {{tooltip|text=12[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}} | |||
|dizzy= 7~13 | |||
|dizzytime= 90 | |||
|cancel = None | |||
|guard = High | |||
|startup = {{tooltip|text=21*|hovertext=A 1x1 hitbox inside of Chun's pushbox starts after 17 frames.}} | |||
|active = {{tooltip|text=2(6)2*|hovertext=A 1x1 hitbox is active during most in-between frames, so this number is more accurately 14.}} | |||
|recovery = ∞ | |||
|total = 31+∞ | |||
|frameAdv = Dependent | |||
|actrange = N/A | |||
|meter = 8 | |||
|description= The Spinning Bird Kick but in the air. | |||
*Landing before this move finishes its last active frame will stick you in a 25 frame long landing animation. If the animation completes, it's only 10 frames long. | |||
*Cannot be used after a head stomp like in SF2 Hyper Fighting. | |||
*This move has the 1x1 hitbox during most of its inbetween frames like the grounded version. | |||
*Due to the long charge time required, this move is near impossible to perform during a neutral or forward jump. As a result this move is mostly used for meter building or avoiding specific attacks. | |||
*You can use this move during or just after a wall jump however. Using it before the walljump animation ends will retain your original jump arc, while doing it just after you walljump will have you use the walljump's trajectory. | |||
}} | |||
}} | |||
<span class="mw-customtoggle-asbk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-asbk"> | |||
'''Startup:''' | |||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell| | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_asbk1.png}} |{{STDiagramImageCell| 1 | ChunLi_asbk2.png}} |{{STDiagramImageCell| 1 | ChunLi_asbk3.png}} |{{STDiagramImageCell| 1 | ChunLi_asbk4.png}} |{{STDiagramImageCell| 1 | ChunLi_asbk5&14.png}} | ||
|- | |- | ||
{{ | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} | ||
|- | |- | ||
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 5 | 15}} | |||
|} | |} | ||
'''Active/Recovery:''' | |||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell| | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_asbk6.png}} |{{STDiagramImageCell| 1 | ChunLi_asbk7.png}} |{{STDiagramImageCell| 1 | ChunLi_asbk8.png}} |{{STDiagramImageCell| 1 | ChunLi_asbk9.png}} |{{STDiagramImageCell| 1 | ChunLi_asbk10.png}} |{{STDiagramImageCell| 1 | ChunLi_asbk11.png}} |{{STDiagramImageCell| 1 | ChunLi_asbk12.png}} |{{STDiagramImageCell| 1 | ChunLi_asbk13.png}} | ||
|- | |- | ||
{{STDiagramCell| | {{STDiagramCell| Frame Count (Short)}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} | ||
|- | |- | ||
{{STDiagramCell| | {{STDiagramCell| Simplified (Short)}} |{{STDiagramCell| 3}} |{{STDiagramCellColSpan| 7 | 20}} | ||
|- | |- | ||
{{ | {{STDiagramCell| Frame Count (Forward)}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} | ||
|- | |- | ||
{{ | {{STDiagramCell| Simplified (Forward)}} |{{STDiagramCell| 3}} |{{STDiagramCellColSpan| 7 | 20}} | ||
|- | |- | ||
{{ | {{STDiagramCell| Frame Count (Rh)}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} | ||
|- | |- | ||
{{STDiagramCell| Simplified (Rh)}} |{{STDiagramCell| 2}} |{{STDiagramCellColSpan| 7 | 14}} | |||
|} | |} | ||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
Line 1,177: | Line 2,199: | ||
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 5 | ∞}} | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 5 | ∞}} | ||
|} | |} | ||
*<b>Landing, partial:</b> (When Chun lands before the last hitting frame) | *<b>Landing, partial:</b> (When Chun lands before the last hitting frame) | ||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
Line 1,194: | Line 2,215: | ||
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 3 | 10}} | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 3 | 10}} | ||
|} | |} | ||
</div> | |||
==Super Combo== | |||
{{MoveData | |||
| name = Senretsukyaku | |||
| input = {{Tooltip | text=[4]646K<br>{{cb}}{{f}}{{b}}{{f}} + {{k}} | hovertext = Detailed Input: (Charge ←/↙/↖ for at least 60f, [7~14f] →/↘/↗ [7~14f] ←/↙/↖ [7~14f] →/↘/↗ [SSF2T: ∞f / HSF2: 11f] K)}} | |||
| subtitle = | |||
| image = ChunLi_super6.png | |||
| imageSize = 125x97px | |||
| caption = | |||
| image2 = ChunLi_super12.png | |||
| imageSize2 = 140x97px | |||
| caption2 = | |||
| image3 = ChunLi_super15.png | |||
| imageSize3 = 122x101px | |||
| caption3 = | |||
| image4 = ChunLi_super17.png | |||
| imageSize4 = 132x98px | |||
| caption4 = | |||
| image5 = ChunLi_super19.png | |||
| imageSize5 = 141x98px | |||
| caption5 = | |||
| image6 = ChunLi_super21.png | |||
| imageSize6 = 131x98px | |||
| caption6 = | |||
| data = | |||
{{AttackData-SSF2T | |||
|damage = {{tooltip|text=16[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}} x 6 | |||
|dizzy= 0~4 x 6 | |||
|dizzytime= 20 x 6 | |||
|cancel = None | |||
|guard = Mid | |||
|startup = {{Tooltip | text=10 | hovertext = Plus 18 frames of Super flash.}} | |||
|active = 4(9)6(6)1(1)1(1)1(1)1 | |||
|recovery = 14 | |||
|total = 56 | |||
|frameAdv = Hit: Hard KD<br>Block: +9 | |||
|actrange = N/A | |||
|description= Chun-Li goes full power with a non-stop barrage of kicks. Often considered one of if not the best Super Combo in the game. | |||
*Affected by the Input Storing glitch. The second towards can be held as long as you need before performing the move. You can also stop holding towards for up to 12 frames and still keep the Super stored. | |||
**'''NOTE:''' The Input Storing Glitch was fixed in Hyper Street Fighter 2. An alternate version of Chun-Li with the glitch restored can be selected by holding Start on Version Select, selecting the Super Turbo/Super X version, and then picking Chun-Li. | |||
*Invincible on frames 1-14. | |||
*Since this move starts a juggle state, you can use a Tenshokyaku afterwards to get an additional 2 hits in. This is useful if you can't hit every hit of the super (due to an early anti-air, for example). | |||
}} | |||
}} | |||
<span class="mw-customtoggle-senretsukyaku" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-senretsukyaku"> | |||
'''Invincible part:''' | |||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell| | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_super1.png}} |{{STDiagramImageCell| 1 | ChunLi_super2.png}} |{{STDiagramImageCell| 1 | ChunLi_super3.png}} |{{STDiagramImageCell| 1 | ChunLi_super4.png}} |{{STDiagramImageCell| 1 | ChunLi_super5.png}} |{{STDiagramImageCell| 1 | ChunLi_super6.png}} | ||
|- | |- | ||
{{ | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + [18] + 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} | ||
|- | |- | ||
{{ | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 5 | 10}} |{{STDiagramCell| 4}} | ||
|} | |} | ||
'''Non-invincible part:''' | |||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_super7.png}} |{{STDiagramImageCell| 1 | ChunLi_super8.png}} |{{STDiagramImageCell| 1 | ChunLi_super9.png}} |{{STDiagramImageCell| 1 | ChunLi_super10.png}} |{{STDiagramImageCell| 1 | ChunLi_super11&13.png}} |{{STDiagramImageCell| 1 | ChunLi_super12.png}} | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_super7.png}} |{{STDiagramImageCell| 1 | ChunLi_super8.png}} |{{STDiagramImageCell| 1 | ChunLi_super9.png}} |{{STDiagramImageCell| 1 | ChunLi_super10.png}} |{{STDiagramImageCell| 1 | ChunLi_super11&13.png}} |{{STDiagramImageCell| 1 | ChunLi_super12.png}} | ||
Line 1,238: | Line 2,297: | ||
{{STDiagramCell| Simplified}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCellColSpan| 3 | 14}} | {{STDiagramCell| Simplified}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCellColSpan| 3 | 14}} | ||
|} | |} | ||
</div> | |||
==Misc Animations== | |||
====Jump Animations==== | ====Jump Animations==== | ||
*<b>Neutral Jump:</b> | *<b>Neutral Jump:</b> | ||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
Line 1,266: | Line 2,326: | ||
{{STDiagramCell| Simplified}} |{{STDiagramCell| 2}} |{{STDiagramCell| 1}} |{{STDiagramCellColSpan| 9 | 44+}} |{{STDiagramCell| 1}} |{{STDiagramCell| 7*}} | {{STDiagramCell| Simplified}} |{{STDiagramCell| 2}} |{{STDiagramCell| 1}} |{{STDiagramCellColSpan| 9 | 44+}} |{{STDiagramCell| 1}} |{{STDiagramCell| 7*}} | ||
|} | |} | ||
Chun has a considerably fast prejump. In contrast | Chun has a considerably fast prejump. In contrast, she has a huge jump arc that's easy to react to. This is especially true against characters with DP moves; Ryu for instance can punish her with his DP most of the time.<br> | ||
Chun, just like Claw, has the | Chun-Li, just like Claw, has the ability to do wall jumps. That's why the Forward Jump has a '+' on the final frame of the aerial jumping part: that animation will have longer duration in case it's a wall jump.<br> | ||
{{STSharedJumpDescription}} | {{STSharedJumpDescription}} | ||
{{Character Subnav SSF2T|name=Chun-Li}} | |||
{{ | |||
|- | |||
{{Navbox-ST}} | |||
[[Category: Chun-Li]] | |||
[[Category: Super Street Fighter 2 Turbo]] | |||
[[Category: Hyper Street Fighter 2]] | |||
[[Category:Chun-Li]] | |||
[[Category:Super Street Fighter 2 Turbo]] | |||
[[Category:Hyper Street Fighter 2]] |
Latest revision as of 11:10, 24 February 2024
Story
Date of Birth: 3/1/1968
Height: 5'8"
Weight: Secret!
Measurements: B34", W 22", H 35"
Blood Type: A
Likes: Crepes, fruits, candy
Dislikes: Crime, shady people, indecisiveness.
At the age of 5, Chun-Li saw her first Beijing opera, planting images of actors moving elegantly across the stage in her mind. Upon witnessing her father one day practicing his martial arts, those very same images came back to her, and she begged her father to teach her. Chun-Li's father would teach her a variety of Chinese martial arts, teaching her a style revolving around kicks with his renowned legs. These teachings would go on until his sudden disappearance.
Chun-Li would become a narcotics investigator at the age of 18 to both find her father and follow his footsteps. Despite hopes of reuniting with him, Chun-Li would learn of the worst possible outcome: Her father was dead, and the leader of the crime ring Shadaloo was responsible. After more investigation on her part, she would ultimately receive a direct invitation to the World Warrior tournament, hosted by Shadaloo, the ones responsible for her father's demise. Seeking revenge, Chun-Li gets ready to fight her way through the tournament...
Overview
Chun is ranked high tier. There are certain characters that she beats, certain characters she has even matches with, and certain characters who beat her. Some of her "even" matches are not even in the traditional sense. For example, against Fei she does really well as long as she's not in the corner. However, if Chun gets put in the corner and Fei starts doing st.Fierce xx Chicken Wing (his 3-hit spin kick), it is a nightmare for Chun, and she has no easy way out.
The same is true against Claw. Chun does well if she can keep the game on the ground, but if Claw can get his wall dive shenanigans going, Chun has no escape, and she must guess correctly which way to block, and that can be very difficult.
--NKI
Strengths | Weaknesses |
---|---|
|
|
New & Old Versions Comparison
To select O.Chun Li, choose Chun Li and then press ↓ ↓ ↓ ↑ Jab/Fierce, pressing Short simultaneously with the punch button for the alternate color.
Here is the list of differences:
- System Changes: O.Chun Li cannot tech throws, or use a Super Combo;
- Old Chun does not have access to Tenshokyaku;
- O.Chun Li has some differences in some of her normals:
- Close Standing Jab has a 1 frame slower startup;
- Crouching Jab has a 1 frame slower startup;
- Far Standing Strong hits high and so whiffs on crouching characters;
- Far Standing Fierce has special cancel properties;
- Close Standing Short has a 3 frames slower startup and can't be special canceled;
- Far Standing Short hits high and so whiffs on crouching characters;
- Crouching Short has a 2 frame slower startup and can't be special canceled;
- Close Standing Forward has a 3 frame slower startup and can't be special canceled;
- Far Standing Forward have better priority;
- Diagonal Jumping Fierce has a much fatter hitbox, though the priority doesn't change much;
- Diagonal Jumping Short has much better priority but do a little less damage;
- Neutral Jumping Forward has much better priority plus 6 more active frames;
- Diagonal Jumping Forward has much better priority but cannot be used as a cross up attack;
- Neutral Jumping Roundhouse has much better priority;
- Diagonal Jumping Roundhouse hits lower;
- O.Chun Li's Head Stomp can be performed with any downward direction;
- O.Chun Li's flip kick and neck breaker command normals have proximity requirements;
- O.Chun Li's neckbreaker and flip kick are performed with forward/back/any upwards direction instead of df;
- O.Chun Li's flip kick combo for two hits, the start-up is faster by 2 frames and can be special cancelled;
- O.Chun Li can kara-cancel Kikoukens from Roundhouse easily (for the shorter recovery), where N.Chun Li has trouble with this due to the different command for the Spinning Bird Kick;
- O.Chun's Spinning Bird Kick becomes active and knocks down before the spinning part during her handspring, and demands a "down" charge instead of a "back/away" one.
Basically, O.Chun Li has better aerial tools but worse ground ones, mainly for her standing strong whiffing on crouched characters and the lack of Super. Choose whichever version you think it's best suited for your style.
Color Options
Jab | Strong | Fierce | Start | Old |
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Short | Forward | Roundhouse | Hold | Old Alternative |
--Born2SPD
Video Overview
Chun-Li | |
---|---|
Character Data | |
Damage Scaling Factor | 27/32 |
Forward Walk Speed | 64 |
Backwards Walk Speed | 48 |
Pre-Jump Frames | 3 |
Forwards Jump Duration | 44+ |
Backwards Jump Duration | 46 |
Landing Frames | 7* |
Jump Height Apex | 114 |
Forwards Jump Distance | 166 |
Backwards Jump Distance | 177 |
Soft Knockdown Recovery | 35 |
Hard Knockdown Recovery | 69 |
Normal Moves
Disclaimer: To better understand the diagrams, read this.
Standing Normals
cllp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
18[0] | 0~5 | 40 | Chain, Special, Super | Mid | 0~21 |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
4 | 4 | 4 | 12 | +5 | 2/1 |
A quick rapid-fire jab.
|
Click to toggle detailed hitbox data.
frlp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
4[0] | 0~5 | 40 | Chain, Special, Super | Mid | 22+ |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
3 | 2 | 8 | 13 | +3 | 2/1 |
A rapid-fire slap.
|
Click to toggle detailed hitbox data.
clmp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
22[1] | 5~11 | 60 | Special, Super | Mid | 0~36 |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
5 | 4 | 4 | 13 | +10 | 4/3 |
A punch with huge frame advantage.
|
Click to toggle detailed hitbox data.
frmp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
22[0] | 5~11 | 60 | Special, Super | Mid | 37+ |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
5 | 4 | 4 | 13 | +10 | 4/3 |
A poke with the same excellent frame advantage as the close version.
|
Click to toggle detailed hitbox data.
clhp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
24[1] | 10~16 | 80 | Special, Super | Mid | 0~41 |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
4 | 20 | 11 | 35 | -9 | 5/4 |
A double open palmed strike.
|
Click to toggle detailed hitbox data.
frhp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
24[0] | 10~16 | 80 | Super | Mid | 42+ |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
6 | 6 | 18 | 30 | -2 | 5/4 |
A powered-up high punch.
|
Click to toggle detailed hitbox data.
cllk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
20[1] | 0~5 | 40 | Special, Super | Mid | 0~36 |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
4 | 5 | 5 | 14 | +3 | 2/1 |
A knee strike.
|
Click to toggle detailed hitbox data.
frlk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
20[0] | 0~5 | 40 | None | Mid | 37+ |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
7 | 5 | 5 | 17 | +3 | 2/1 |
A straightforward kick.
|
Click to toggle detailed hitbox data.
clmk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
24[1] | 5~11 | 60 | 1st part: Special, Super 2nd part: None |
Mid | 0~41 |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
4 | 9 (3 / 6) | 8 | 21 | +1 / +4 | 4/3 |
A full split kick.
|
Click to toggle detailed hitbox data.
frmk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
24[0] | 5~11 | 60 | None | Mid | 42+ |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
7 | 5 | 8 | 20 | +5 | 4/3 |
A kick straight to the face.
|
Click to toggle detailed hitbox data.
clhk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
28[1] | 10~16 | 80 | None | Mid | 0~56 |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
10 | 6 | 21 | 37 | -5 | 5/4 |
Chun's panty-slippin high sidekick.
|
Click to toggle detailed hitbox data.
frhk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
28[0] | 10~16 | 80 | None | Mid | 57+ |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
11 | 8 | 14 | 33 | 0 | 5/4 |
A heavy kick to the face.
|
Click to toggle detailed hitbox data.
Crouching Normals
crlp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
4[0] | 0~5 | 40 | Special, Super | Mid | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
4 | 4 | 5 | 13 | +4 | 2/1 |
A short punch.
|
Click to toggle detailed hitbox data.
crmp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
18[1] | 5~11 | 60 | Special, Super | Mid | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
5 | 4 | 5 | 14 | +9 | 4/3 |
Far Standing Strong but crouching.
|
Click to toggle detailed hitbox data.
crhp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
22[2] | 10~16 | 80 | None | Mid | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
7 | 6 | 19 | 32 | -3 | 5/4 |
Crouching Strong but bigger.
|
Click to toggle detailed hitbox data.
crlk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
14[0] | 0~5 | 40 | Special, Super | Low | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
5 | 4 | 5 | 14 | +4 | 2/1 |
A low split kick.
|
Click to toggle detailed hitbox data.
crmk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
18[1] | 5~11 | 60 | Special, Super | Low | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
5 | 5 | 4 | 14 | +9 | 4/3 |
Easily one of the best pokes in the game. One of the main reasons it's very annoying playing against a competent Chun.
|
Click to toggle detailed hitbox data.
crhk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
22[2] | 5~11 | 130 | None | Low | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
7 | 6 | 19 | 32 | Hit: Soft KD Block: -3 |
5/4 |
Chun's sweep.
|
Click to toggle detailed hitbox data.
Jumping Normals
njlp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
18[2] | 1~7(-2) | 40 | None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
8 | ∞ | N/A | 8+∞ | Dependent | 2/1 |
A jumping chop.
|
Click to toggle detailed hitbox data.
djlp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
16[2] | 1~7(-2) | 40 | None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
6 | 40 | ∞ | 6+∞ | Dependent | 2/1 |
Like the neutral jump version except it's a punch with worse priority.
|
Click to toggle detailed hitbox data.
njmp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
22[2] | 5~11 | 50(+10) | None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
8 | 16 | ∞ | 24+∞ | Dependent | 4/3 |
Another chop.
|
Click to toggle detailed hitbox data.
djmp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
20[2] | 5~11 | 50(+10) | None | High | - |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
6 | 8 | ∞ | 14+∞ | Dependent | 4/3 |
Another punch.
|
Click to toggle detailed hitbox data.
njhp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
26[2] | 11~17(-1) | 60(+20) | None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
8 | 8 | ∞ | 16+∞ | Dependent | 5/4 |
Yet another chop.
|
Click to toggle detailed hitbox data.
djhp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
24[2] | 11~17(-1) | 60(+20) | None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
6 | 8 | ∞ | 14+∞ | Dependent | 5/4 |
Yet another punch.
|
Click to toggle detailed hitbox data.
njlk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
18[2] | 1~7(-2) | 40 | None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
6 | ∞ | N/A | 6+∞ | Dependent | 2/1 |
A jumping split kick. Don't think too hard about how the hitbox works.
|
Click to toggle detailed hitbox data.
djlk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
20[2] | 1~7(-2) | 40 | None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
6 | 40 | ∞ | 6+∞ | Dependent | 2/1 |
A confident jumping kick.
|
Click to toggle detailed hitbox data.
njmk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
22[2] | 5~11 | 50(+10) | None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
6 | 10 | ∞ | 16+∞ | Dependent | 4/3 |
Another split kick. Don't think too hard about how the hurtbox works.
|
Click to toggle detailed hitbox data.
djmk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
20[2] | 5~11 | 50(+10) | None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
6 | 16 | ∞ | 22+∞ | Dependent | 4/3 |
A stronger version of Diagonal Jumping Short.
|
Click to toggle detailed hitbox data.
njhk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
26[2] | 10~16 | 80 | 1st part: Special 2nd and 3rd parts: None |
Mid | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
3 | 13 (5/4/4) | ∞ | 16+∞ | Hit: Hard KD Block: Dependent |
5/4 |
Essentially a jumping version of Chun's towards+Forward kick command normal.
|
Click to toggle detailed hitbox data.
djhk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
24[2] | 11~17(-1) | 60(+20) | None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
6 | 16 | ∞ | 22+∞ | Dependent | 5/4 |
Chun does 2 split kicks in a row. They don't combo.
|
Click to toggle detailed hitbox data.
Command Normals
Sankaku Tobi (Wall Jump)
- The jumping animation is 6 frames long.
- Useful for getting out of the corner or avoiding attacks.
- The jump can be performed during an air normal. You can also do an air attack after wall jumping. You can bounce off someone with her Head Stomp normal, then walljump afterwards. You can even air throw, walljump, then attack or air throw again.
- If you're quick enough, you can cancel the jump itself into a Spinning Bird Kick, retaining the directional momentum of your original jump arc.
Click to toggle detailed hitbox data.
Rear Spin Kick
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
22[0] | 0~5 | 40 | None | Mid | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
7 | 9 (5/4) | 43 | 59 | Hit: Hard KD Block: -39 / -34 |
2/1 |
Chun-Li does a jump off the opponent (or thin air) into a flip.
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Click to toggle detailed hitbox data.
Kyakukyakuraku
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
20[0] | 10~16 | 80 | None | Mid/Low | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
37 | 14 | 0 | 51 | Hit: Hard KD Block: Dependent |
5/4 |
Chun-Li flips over her opponent and lands on top with a knee strike.
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Click to toggle detailed hitbox data.
Yosokyakus
Click to toggle detailed hitbox data.
Throws
Chun-Li can throw with and
. She also has an air throw, performed with the same buttons.
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
34 | 7~13 | 100 | - | Grab | 58 (from axis) 33 (from throwable box) Minimum height: 48/48 |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
0 | 1 | Dependent | 2 | N/A | - |
Same sprite and basic function as Chun's grounded throw.
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Click to toggle throwbox data.
--Raisin (March 12, 2007), some info courtesy T.Akiba
Special Moves
Kikoken
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Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|---|
17[1] | 5~11 | 90 | None | Mid | N/A | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
5 | 75 | 42* | 47 | Dependent | 5 | |
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Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
18[1] | 7~13 | 90 | None | Mid | N/A | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
5 | 45 | 40* | 45 | Dependent | 5 | |
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Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
20[1] | 7~13 | 90 | None | Mid | N/A | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
5 | 31 | 38* | 43 | Dependent | 5 | |
Chun-Li puts her back into a fireball.
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Startup:
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Frame Count | 1 | 1 | 1 | 1 | 1 |
Simplified | 5 |
Active:
- Jab Version:
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Frame Count | 1 | 1 | 1 | 1 | 1 | 1... |
Simplified | 42 |
- Strong Version:
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Frame Count | 1 | 1 | 1 | 1 | 1 | 1... |
Simplified | 40 |
- Fierce Version:
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Frame Count | 1 | 1 | 1 | 1 | 1 | 1... |
Simplified | 38 |
Total Distance Traveled:
Jab: 222 pixels after 75 frames | Strong: 176 pixels after 45 frames | Fierce: 150 pixels after 31 frames |
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Hyakuretsukyaku
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Startup:
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Frame Count (Short) | 1 | 3 |
Simplified (Short) | 4 | |
Frame Count (Forward) | 3 | 4 |
Simplified (Forward) | 7 | |
Frame Count (Rh) | 4 | 6 |
Simplified (Rh) | 10 |
Active:
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Frame Count (Short) | 4 | 4 | 4 | 4 |
Frame Count (Forward) | 2 | 2 | 2 | 2 |
Frame Count (Rh) | 1 | 1 | 1 | 1 |
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Frame Count (Short) | 4 | 4 | 4 | 4 |
Frame Count (Forward) | 2 | 2 | 2 | 2 |
Frame Count (Rh) | 1 | 1 | 1 | 1 |
NOTE: The diagram shown refers to one complete cycle of the Lightning Legs animation. The minimal durations for each are as follows:
- The LK version will make a full cycle once, then will stop at frame 3 of the third cell. (35 frames in total)
- The MK version will make a full cycle once, then will stop at frame 1 of the 7th cell. (29 frames in total)
- The HK version will make 2 full cycles, then stop at the 6th cell. (22 frames in total)
Recovery:
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Frame Count (Short) | 2 | 2 |
Simplified (Short) | 4 | |
Frame Count (Forward) | 4 | 4 |
Simplified (Forward) | 8 | |
Frame Count (Rh) | 6 | 6 |
Simplified (Rh) | 12 |
Tenshokyaku
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- Short Version:
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Frame Count | 6 | 4 | 1 | 1 | 2 | 4 | 2 | 2 | 2 | 2 |
Simplified | 6 | 4 | 4 | 4 | 8 |
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Frame Count | 4 | 3 | 3 | 3 | 24 | 4 |
Simplified | 4 | 37 |
- Forward Version:
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Frame Count | 4 | 4 | 1 | 1 | 2 | 4 | 2 | 2 | 2 | 2 |
Simplified | 4 | 4 | 4 | 4 | 8 |
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Frame Count | 4 | 2 | 2 | 2 | 2 | 4 |
Simplified | 4 | 8 | 4 |
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Frame Count | 2 | 2 | 3 | 21 | 6 |
Simplified | 34 |
- Roundhouse Version:
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Frame Count | 2 | 2 | 2 | 2 | 4 | 2 | 2 | 2 | 2 | 4 |
Simplified | 2 | 2 | 4 | 4 | 8 | 4 |
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Frame Count | 2 | 2 | 2 | 2 | 4 | 2 | 2 | 2 | 2 |
Simplified | 8 | 4 | 8 |
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Frame Count | 4 | 3 | 3 | 3 | 7 | 7 |
Simplified | 4 | 23 |
Spinning Bird Kick
Click to toggle detailed hitbox data.
Startup:
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Frame Count | 1 | 4 | 3 | 2 | 3 | 4 | 4 | 2 |
Simplified | 23 |
Active/Recovery:
- Short Version:
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Frame Count | 4 | 3 | 2 | 2 | 1 | 1 | 1 | 1 |
Simplified | 15 |
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Frame Count | 2 | 1 | 2 | 2 | 3 | 4 | 4 | 2 |
Simplified | 20 |
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Frame Count | 2 | 3 | 2 | 2 | 3 | 3 | 6 |
Simplified | 21 |
- Forward Version:
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Frame Count | 4 | 4 | 3 | 3 | 2 | 2 | 1 | 1 |
Simplified | 4 | 16 |
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Frame Count | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
Simplified | 1 | 7 |
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Frame Count | 2 | 1 | 1 | 2 | 2 | 3 | 3 | 4 |
Simplified | 2 | 16 |
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Frame Count | 2 |
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Frame Count | 2 | 3 | 2 | 2 | 3 | 3 | 6 |
Simplified | 21 |
- Roundhouse Version:
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Frame Count | 5 | 4 | 4 | 3 | 3 | 2 | 2 | 2 |
2 | 25 |
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Frame Count | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
Simplified | 8 |
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Frame Count | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
Simplified | 8 |
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Frame Count | 1 | 1 | 1 | 1 | 1 | 2 | 1 | 1 |
Simplified | 9 |
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Frame Count | 2 | 2 | 3 | 3 | 3 | 3 |
Simplified | 16 |
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Frame Count | 2 | 3 | 2 | 2 | 3 | 3 | 4 | 6 |
Simplified | 25 |
Aerial Spinning Bird Kick
Click to toggle detailed hitbox data.
Startup:
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Frame Count | 2 | 4 | 3 | 2 | 4 |
Simplified | 15 |
Active/Recovery:
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Frame Count (Short) | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 2 |
Simplified (Short) | 3 | 20 | ||||||
Frame Count (Forward) | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 2 |
Simplified (Forward) | 3 | 20 | ||||||
Frame Count (Rh) | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 |
Simplified (Rh) | 2 | 14 |
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Frame Count | 3 | 2 | 3 | 3 | ∞ |
Simplified | ∞ |
- Landing, partial: (When Chun lands before the last hitting frame)
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Frame Count | 3 | 3 | 2 | 2 | 3 | 3 | 4 | 5 |
Simplified | 25 |
- Landing, complete: (When Chun lands after the last hitting frame)
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Frame Count | 2 | 5 | 3 |
Simplified | 10 |
Super Combo
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
16[0] x 6 | 0~4 x 6 | 20 x 6 | None | Mid | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
10 | 4(9)6(6)1(1)1(1)1(1)1 | 14 | 56 | Hit: Hard KD Block: +9 |
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Chun-Li goes full power with a non-stop barrage of kicks. Often considered one of if not the best Super Combo in the game.
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Click to toggle detailed hitbox data.
Misc Animations
Jump Animations
- Neutral Jump:
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Frame Count | 2 | 1 | 12 | 5 | 4 | 8 | 4 | 5 | 7 | 1 | 7* |
Simplified | 2 | 1 | 45 | 1 | 7* |
- Back Jump:
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Frame Count | 2 | 1 | 10 | 6 | 5 | 4 | 3 | 4 | 5 | 6 | 3 | 1 | 7* |
Simplified | 2 | 1 | 46 | 1 | 7* |
- Forward Jump:
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Frame Count | 2 | 1 | 10 | 6 | 5 | 4 | 3 | 4 | 5 | 6 | 1+ | 1 | 7* |
Simplified | 2 | 1 | 44+ | 1 | 7* |
Chun has a considerably fast prejump. In contrast, she has a huge jump arc that's easy to react to. This is especially true against characters with DP moves; Ryu for instance can punish her with his DP most of the time.
Chun-Li, just like Claw, has the ability to do wall jumps. That's why the Forward Jump has a '+' on the final frame of the aerial jumping part: that animation will have longer duration in case it's a wall jump.
The landing recovery has a special property which allows it to be canceled into certain actions. At the first landing frame, you can perform throws (including command throws), and on the second landing frame, you can start another jump, attack with a normal or special move, or block. Blocking not being until the second landing frame, as well as hitbox-hurtbox interactions having priority over throwbox-throw hurtbox is why sweeps work as anti airs in this game.
Things are different when jumping over your opponent, however. In that situation it's possible to walk back/forward, to jump again or to even block on the first landing frame! Strangely, if a throw is timed on the first landing frame of a jump that crosses over, a throwbox will never come out, even though that input will result in a normal coming out 2 frames later (like it normally would). Anyway, being able to block on the first landing frame can help a little bit on some safe jump crossup setups, or maybe in other situations as well if your character has a huge jump arc.