Street Fighter V/Chun-Li: Difference between revisions

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=== V-Reversal ===
=== V-Reversal ===
=====<font style="visibility:hidden; float:right">Sohakkei</font>=====
{{MoveData
|image=SFV_Chun-Li_6PPP.png
|name=Sohakkei
|input=6PPP
|data=
{{AttackData-SFV
|startup=<nowiki>12</nowiki>
|active=<nowiki>2</nowiki>
|recovery=<nowiki>24</nowiki>
|hit=<nowiki>2</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-2</nowiki>
|knockdown=<nowiki>- / - / -</nowiki>
|damage=<nowiki>40</nowiki>
|stun=<nowiki>0</nowiki>
|attack=<nowiki>H</nowiki>
|cancel=<nowiki>-</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|description=
* Strike and Projectile invincible on frames 1-25
* Does not reward extra frame advantage on counter-hit
}}
}}





Revision as of 16:30, 5 March 2021

Introduction

About Chun-Li

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

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

Final Patch

Players to Watch

  • Humanbomb
  • Ludovic
  • MOV
  • Punk
  • Valmaster
Chun-Li
SFV-Chun-Li Portrait.jpg
Vitals
Life Points 975
Stun Points 1000
V-Gauge Points
V-Trigger 1 600
V-Trigger 2 900
Ground Movement
Forward Walk Speed 5.35
Backward Walk Speed 3.4
Forward Dash Speed 15
Backward Dash Speed 21
Forward Dash Distance 142.4
Backward Dash Distance 123.5
Backdash CH Frames 3-10
Jumping
Back Jump Speed 49 (4+41+4)
Neutral Jump Speed 49 (4+41+4)
Forward Jump Speed 48 (3+41+4)
Forward Jump Distance 205
Backward Jump Distance 184.5
Throws
Throw Hurtbox 0.3511
Throw Range 0.8461
SFV Frame Data Glossary
Active

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

Attack

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

Cancel options

Available cancel options.

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

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

  • Refers to the amount of time (in frames) you have to cancel into another move from the moment the attack connects with the opponent.
Crush Counter

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

Damage

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

Hit/Block

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

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

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

Recovery

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

Startup

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

Stun

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

Normals

Stand LP
Stand LP
5LP
SFV Chun-Li 5LP.png
Normal
SFV Chun-Li 5LP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
4 2 8 5
Damage Stun Attack Block
30 70 H 2
  • Cancel options: ch sp su vs1 vs2 vt1 vt2
  • Chains into st.LP / cr.LP / cr.LK
V-Trigger 1 Startup Active Recovery Hit
4 5 5 6
Damage Stun Attack Block
40 70 H 2
  • Cancel options: ch sp su vs1 vs2
  • Chains into st.LP / cr.LP / cr.LK
  • Tons of active frames and very advantageous on hit makes this a fantastic combo and oki tool
Stand MP
Stand MP
5MP
SFV Chun-Li 5MP.png
Normal
SFV Chun-Li 5MP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
5 3 9 6
Damage Stun Attack Block
60 100 H 3
  • Cancel options: sp su vs1 vs2 vt1 vt2
  • Combo / Frametrap tool
V-Trigger 1 Startup Active Recovery Hit
5 3 9 8
Damage Stun Attack Block
70 100 H 3
  • Cancel options: sp su vs1 vs2
  • Combo / Frametrap tool
  • Puts airborne opponents into a limited juggle state
  • 2 hits
  • Juggle Limit / Increase / Start: 2*3 / 2*3 / 1*1
Stand HP
Stand HP
5HP
SFV Chun-Li 5HP.png
Normal
SFV Chun-Li 5HP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
11 2 18 0
Damage Stun Attack Block
80 150 H -4
  • Cancel options: su vt1 vt2
  • Hit Confirm notes: *CA only, **VT2 Secondary Activation
  • Winning neutral since 1991
V-Trigger 1 Startup Active Recovery Hit
11 4 18 2
Damage Stun Attack Block
90 150 H -5
  • Cancel options: -
  • Hit Confirm notes: *CA only
  • Winning neutral since 1991
  • Puts airborne opponents into a limited juggle state
  • 3 hits
  • Juggle Limit / Increase / Start: 5*8*8 / 1*2*2 / 1*1*1
Stand LK
Stand LK
5LK
SFV Chun-Li 5LK.png
Normal
SFV Chun-Li 5LK vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
5 3 7 1
Damage Stun Attack Block
40 70 H -3
  • Cancel options: sp su vs1 vs2 vt1 vt2
  • Whiffs on most crouching characters
V-Trigger 1 Startup Active Recovery Hit
5 4 6 1
Damage Stun Attack Block
50 70 H -3
  • Cancel options: sp su vs1 vs2
  • Whiffs on most crouching character
Stand MK
Stand MK
5MK
SFV Chun-Li 5MK.png
Normal
SFV Chun-Li 5MK vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
8 3 15 2
Damage Stun Attack Block
70 100 H -2
  • Cancel options: vt1 vt2
  • No leg hurtbox extension during startup frames and great hitbox priority makes this a very strong poke tool in neutral
  • Slightly less wide standing leg hurtbox on frames 7-10 (helps going over low attacks)
V-Trigger 1 Startup Active Recovery Hit
8 4 14 4
Damage Stun Attack Block
80 100 H -2
  • Cancel options: -
  • No leg hurtbox extension during startup frames and great hitbox priority makes this a very strong poke tool in neutral
  • Slightly less wide standing leg hurtbox on frames 7-10 (helps going over low attacks)
  • Puts airborne opponents into a limited juggle state
  • 2 hits
  • Juggle Limit / Increase / Start: 2*3 / 2*3 / 1*1
Stand HK
Stand HK
5HK
SFV Chun-Li 5HK.png
Normal
SFV Chun-Li 5HK vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
12 3 16 1
Damage Stun Attack Block
90 150 H -2
  • Cancel options: vt1 vt2
  • Hit Confirm notes: *VT2 Secondary Activation
  • Can't hit crouching
  • Very far range anti-air / poke
V-Trigger 1 Startup Active Recovery Hit
12 3 16 1
Damage Stun Attack Block
100 150 H -2
  • Cancel options: -
  • Crush Counter; Launches into free juggle state
  • Puts airborne opponents into a limited juggle state (but does not increase juggle state on already juggled opponents)
  • 3 hits
  • Juggle Limit / Increase / Start: 5*8*8 / 0*0*0 / 1*1*1
Crouch LP
Crouch LP
2LP
SFV Chun-Li 2LP.png
Normal
SFV Chun-Li 2LP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
4 3 5 5
Damage Stun Attack Block
30 70 H 2
  • Cancel options: ch sp su vs1 vs2 vt1 vt2
  • Chains into st.LP / cr.LP / cr.LK
V-Trigger 1 Startup Active Recovery Hit
4 4 4 6
Damage Stun Attack Block
40 70 H 2
  • Cancel options: ch sp su vs1 vs2
  • Chains into st.LP / cr.LP / cr.LK
  • Lots of active frames and very advantageous on hit makes this a fantastic combo and oki tool
Crouch MP
Crouch MP
2MP
SFV Chun-Li 2MP.png
Normal
SFV Chun-Li 2MP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
10 9 18 -3
Damage Stun Attack Block
60 100 L -8
  • Cancel options: vt1 vt2
  • Low profile on frames 6-30
  • Upper body projectile invincible during the slide on frames 6-18
  • +5/0 on last active frame
  • BUG: Chun-Li's torso hurtbox disappears on frame 18 alone (last active frame)
V-Trigger 1 Startup Active Recovery Hit
10 9 18 -2
Damage Stun Attack Block
70 100 L -8
  • Cancel options: -
  • Low profile on frames 6-30
  • Upper body projectile invincible during the slide on frames 6-18
  • Puts airborne opponents into a limited juggle state
  • 2 hits
  • Juggle Limit / Increase / Start: 2*3 / 2*3 / 1*1
  • +5/0 on last active frame
  • BUG: Chun-Li's torso hurtbox disappears on frame 18 alone (last active frame)
Crouch HP
Crouch HP
2HP
SFV Chun-Li 2HP.png
Normal
SFV Chun-Li 2HP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
7 2(10)2 17 2
Damage Stun Attack Block
50*40 100*50 H*H -5
  • Cancel options: sp su vs1 vs2 vt1 vt2
  • Hit Confirm notes: *1st hit only
  • 2nd hit is not cancelable
V-Trigger 1 Startup Active Recovery Hit
7 2(10)2 14 2
Damage Stun Attack Block
65*45 100*50 H*H -2
  • Cancel options: sp su vs1 vs2
  • 6 hits (split into 3)
  • Only first 3 hits are cancelable
  • 1st hit Juggle Limit / Increase / Start: 5*8*8 / 1*1*1 / 1*1*1 (same juggle values for the 2ndary 3-hits)
  • Has increased juggle start (+2 instead of +1) on counter-hit for some strange reason
Crouch LK
Crouch LK
2LK
SFV Chun-Li 2LK.png
Normal
SFV Chun-Li 2LK vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
3 2 8 2
Damage Stun Attack Block
20 70 L -1
  • Cancel options: ch sp vt1 vt2
  • Chains into st.LP / cr.LP / cr.LK
  • Only special cancelable into lightning legs
V-Trigger 1 Startup Active Recovery Hit
3 3 7 4
Damage Stun Attack Block
30 70 L -1
  • Cancel options: ch sp
  • Chains into st.LP / cr.LP / cr.LK
  • Only special cancelable into legs
Crouch MK
Crouch MK
2MK
SFV Chun-Li 2MK.png
Normal
SFV Chun-Li 2MK vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
6 2 16 2
Damage Stun Attack Block
50 100 L -2
  • Cancel options: sp su vs1 vs2 vt1 vt2
  • Quite a lenient cancel window
V-Trigger 1 Startup Active Recovery Hit
6 2 14 4
Damage Stun Attack Block
60 100 L -2
  • Cancel options: sp su vs1 vs2
  • Very lenient cancel window
  • Puts airborne opponents into a limited juggle state
  • 2 hits
  • Juggle Limit / Increase / Start: 2*3 / 3*3 / 1*1
Crouch HK
Crouch HK
2HK
SFV Chun-Li 2HK.png
Normal
SFV Chun-Li 2HK vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
8 3 24 KD
Damage Stun Attack Block
90 150 L -12
  • Cancel options: vt1 vt2
  • Counter Hit advantage is +67 KDA instead of +65 like regular delayed wake-up timing
V-Trigger 1 Startup Active Recovery Hit
8 4 23 KD
Damage Stun Attack Block
100 150 L -12
  • Cancel options: -
  • 3 hits
  • Juggle Limit / Increase / Start: 5*8*8 / 1*2*2 / 1*1*1
Jump LP
Jump LP
j.LP
SFV Chun-Li j.LP.png
Normal
SFV Chun-Li j.LP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
3 5 - -
Damage Stun Attack Block
40 70 M -
V-Trigger 1 Startup Active Recovery Hit
3 5 - -
Damage Stun Attack Block
50 70 M -
Jump MP
Jump MP
j.MP
SFV Chun-Li j.MP.png
Normal
SFV Chun-Li j.MP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
6 4 - -
Damage Stun Attack Block
60 100 M -
  • Cancel options: sp
  • Puts airborne opponents into a limited juggle state
  • Cancelable into Air Hyakuretsukyaku (Air Legs)
  • Juggle Limit / Increase / Start: 0 / 1 / 3 (Gets +1 Juggle Limit if used from V-Skill)
V-Trigger 1 Startup Active Recovery Hit
6 4 - -
Damage Stun Attack Block
70 100 M -
  • Cancel options: -
  • Puts airborne opponents into a limited juggle state
  • 2 hits
Jump HP
Jump HP
j.HP
SFV Chun-Li j.HP.png
Normal
SFV Chun-Li j.HP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
6 4(2)4 - -
Damage Stun Attack Block
50*50 100*50 M*M -
  • Cancel options: -
  • 1st hit puts airborne opponents into a limited juggle state (2nd hit air resets)
  • Juggle Limit / Increase / Start: 0*1 / 1*3 / 1*1 (Gets +1 Juggle Limit on both hits (1*2) if used from V-Skill)
  • Has worse hitboxes when used from V-Skill jump (Capcom forgot to buff the hitboxes on the V-Skill version as well when they buffed the hitboxes on jump HP is Season 3 patch)
V-Trigger 1 Startup Active Recovery Hit
6 4(2)4 - -
Damage Stun Attack Block
55*55 100*50 M*M -
  • Cancel options: -
  • Juggles opponent when it hits air to air
  • Can cancel into Air Legs
  • Has worse hitboxes when used from V-Skill jump (Capcom forgot to buff the hitboxes on the V-Skill version as well when they buffed the hitboxes on jump HP is Season 3 patch)
Jump LK
Jump LK
j.LK
SFV Chun-Li j.LK.png
Normal
SFV Chun-Li j.LK vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
4 7 - -
Damage Stun Attack Block
40 70 M -
  • Cancel options: -
  • Good air-to-air hitbox
V-Trigger 1 Startup Active Recovery Hit
4 7 - -
Damage Stun Attack Block
50 70 M -
  • Cancel options: -
  • Good air-to-air hitbox
Jump MK
Jump MK
j.MK
SFV Chun-Li j.MK.png
Normal
SFV Chun-Li j.MK vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
6 5 - -
Damage Stun Attack Block
60 100 M -
  • Cancel options: -
  • Cross-up
V-Trigger 1 Startup Active Recovery Hit
6 5 - -
Damage Stun Attack Block
70 100 M -
  • Cancel options: -
  • Cross-up
  • 2 hits
Jump HK
Jump HK
j.HK
SFV Chun-Li j.HK.png
Normal
SFV Chun-Li j.HK vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
7 6 - -
Damage Stun Attack Block
90 150 M -
V-Trigger 1 Startup Active Recovery Hit
7 6 - -
Damage Stun Attack Block
100 150 M -
  • Cancel options: -
  • 3 hits
Neutral Jump HK
Neutral Jump HK
8HK
SFV Chun-Li 8HK.png
Normal
SFV Chun-Li 8HK vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
7 5 - -
Damage Stun Attack Block
90 150 M -
  • Cancel options: -
  • Hits on both sides of Chun-Li
  • Can hit Cross-up
  • Hitbox behind Chun-Li (Cross-up part) has Juggle Limit: 9 for some reason
V-Trigger 1 Startup Active Recovery Hit
7 5 - -
Damage Stun Attack Block
100 150 M -
  • Cancel options: -
  • Hits on both sides of Chun-Li
  • Can hit Cross-up
  • 3 hits
  • Hitbox behind Chun-Li (Cross-up part) has Juggle Limit: 9 for some reason

Command Normals

Tsuitotsuken
Tsuitotsuken
4 or 6MP
SFV Chun-Li 4 or 6MP.png
Normal
SFV Chun-Li 4 or 6MP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
7 2 12 3
Damage Stun Attack Block
65 100 H 0
  • Cancel options: vt1 vt2
  • Slightly lower hurtbox on frames 5-15
  • Juggle Limit / Increase / Start: 0 / 1 / 1
V-Trigger 1 Startup Active Recovery Hit
7 3 11 4
Damage Stun Attack Block
75 100 H 0
  • Cancel options: -
  • Slightly lower hurtbox on frames 5-15
  • 2 hits
  • Juggle Limit / Increase / Start: 2*3 / 2*3 / 1*1
Hakkei
Hakkei
4HP
SFV Chun-Li 4HP.png
Normal
SFV Chun-Li 4HP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
7 5 13(18) 3
Damage Stun Attack Block
90 150 H 2
  • Cancel options: sp su vs1 vs2 vt1 vt2
  • Good counter-poke and oki tool
  • 5 extra recovery frames on whiff (18f)
  • Juggle Limit / Increase / Start: 0 / 1 / 1
V-Trigger 1 Startup Active Recovery Hit
7 7 11 6
Damage Stun Attack Block
100 150 H 2
  • Cancel options: sp su vs1 vs2
  • Nullifies 1-hit of projectile
  • 3 hits
  • Good counter-poke and oki tool
  • Juggle Limit / Increase / Start: 5*8*8 / 2*2*2 / 1*1*1
Senenshu
Senenshu
3MK
SFV Chun-Li 3MK.png
Normal
SFV Chun-Li 3MK vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
26 2 16 2
Damage Stun Attack Block
70 100 M -2
  • Cancel options: -
  • Overhead
  • Low profiles on frames 26-34
  • Juggle Limit / Increase / Start: 0 / 1 / 1
V-Trigger 1 Startup Active Recovery Hit
26 2 16 4
Damage Stun Attack Block
80 100 M -2
  • Cancel options: -
  • Overhead
  • Low profiles on frames 26-34
  • 2 hits
  • Juggle Limit / Increase / Start: 2*3 / 2*3 / 1*1
Tenkukyaku
Tenkukyaku
4HK
SFV Chun-Li 4HK.png
Normal
SFV Chun-Li 4HK vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
8 5 13 2
Damage Stun Attack Block
80 150 H 0
  • Cancel options: vt1 vt2
  • Forces standing state on hit
  • Puts airborne opponents into a limited juggle state
  • Retains standing hurtbox during whole animation (but still has very good anti-air hitboxes)
  • Has 2 seperate hitboxes with different juggle increase (the higher reaching hitbox increase the current juggle state by more than the lower down hitbox)
  • Juggle Limit / Increase / Start: 1 / 1(2) / 1
  • Has increased juggle start (+3 instead of +1) on counter-hit for some strange reason
V-Trigger 1 Startup Active Recovery Hit
8 5 13 2
Damage Stun Attack Block
90 150 H 0
  • Cancel options: -
  • Forces standing state on hit
  • Retains standing hurtbox during whole animation (but still has very good anti-air hitboxes)
  • 3 hits
  • Juggle Limit / Increase / Start: 5*8*8 / 1*1*1 / 3*3*3
Yokusenkyaku
Yokusenkyaku
6HK
SFV Chun-Li 6HK.png
Normal
SFV Chun-Li 6HK vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
18 5 13(18) 2
Damage Stun Attack Block
80 150 H -2
  • Cancel options: -
  • Airborne on frames 11-21
  • Hurtbox slightly above ground on frames 10-21
  • 5 extra recovery frames on whiff (18)
  • Juggle Limit / Increase / Start: 0 / 1 / 1
V-Trigger 1 Startup Active Recovery Hit
18 5 13(18) 4
Damage Stun Attack Block
90 150 H -2
  • Cancel options: -
  • Airborne on frames 11-21
  • Hurtbox slightly above ground on frames 10-21
  • 5 extra recovery frames on whiff (18)
  • 3 hits
  • Juggle Limit / Increase / Start: 5*8*8 / 1*2*2 / 1*1*1
Kakurakukyaku
Kakurakukyaku
3HK
SFV Chun-Li 3HK.png
Normal
SFV Chun-Li 3HK vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
34 7 6 6(10)
Damage Stun Attack Block
80 150 M 2(6)
  • Cancel options: -
  • Airborne from frames 10-43
  • Crosses up
  • On tall-sized target; standing +6/+2 and crouching +9/+5
  • On normal-sized target: standing +8/ +4 and crouching +10/+6
  • Juggle Limit / Increase / Start: 0 / 1 / 1
V-Trigger 1 Startup Active Recovery Hit
34 7 6 7
Damage Stun Attack Block
90 150 M 3
  • Cancel options: -
  • Jumps forward and attacks in a cross-up attempt
  • Airborne from frame 10
  • 3 hits
  • Juggle Limit / Increase / Start: 5*8*8 / 1*2*2 / 1*1*1
Yosokyaku
Yosokyaku
2MK (air)
SFV Chun-Li 2MK (air).png
Normal
SFV Chun-Li 2MK (air) vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
5+4+5 4 4 -
Damage Stun Attack Block
40*50*60 (150) 60x3 (180) M -
  • Cancel options: -
  • Can be used from all jump directions
  • Every stomp can hit Cross-up and puts airborne opponents into a limited juggle state
  • The last 3rd stomp is cancelable into air legs and launches grounded opponents into a limited juggle state
  • All stomps can be canceled into subsequent air stomps (up to 3 max) as well as into other air normals and air legs (Air Hyakuretsukyaku)
  • Each stomp counts as a seperate hit in terms of adding to the damage scaling
  • Removes Chun-Li's leg hurtboxes during startup and in between stomps until landing
  • Juggle Limit / Increase / Start: 3*6*9 / 1*1*9 / 1*1*1
V-Trigger 1 Startup Active Recovery Hit
5+4+5 4 4 -
Damage Stun Attack Block
40*50*60 (150) 60x3 (180) M -
  • Cancel options: -
  • Each air stomp does 2-hits and 10 more damage in V-Trigger 1
  • Can be used from all jump directions
  • Every stomp can hit Cross-up and puts airborne opponents into a limited juggle state
  • The last 3rd stomp is cancelable into air legs and launches grounded opponents into a limited juggle state
  • All stomps can be canceled into subsequent air stomps (up to 3 max) as well as into other air normals and air legs (Air Hyakuretsukyaku)
  • Each stomp counts as a seperate hit in terms of adding to the damage scaling
  • Removes Chun-Li's leg hurtboxes during startup and in between stomps until landing
  • Juggle Limit / Increase / Start: 3*5*6 / 1*1*1 / 1*1*1

Throws

Koshuto
Koshuto
Throw
LPLK
SFV Chun-Li LPLK.png
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
120 150 T KD
Tenshin Shushu
Tenshin Shushu
Back Throw
4LPLK
SFV Chun-Li 4LPLK.png
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
140 200 T KD

Special Moves

Sankaku Tobi
Sankaku Tobi
9 during jump near wall
SFV Chun-Li 9 during jump near wall.png
Startup Active Recovery Hit
- - - -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • Chun-Li is suspect to special counter-hits during the entire duration of her wall jump (also any follow-ups done from her wall jump) by any medium / heavy / command normal, this special counter-hit state puts Chun-Li into a free juggle state
LP Kikoken
LP Kikoken
46LP
SFV Chun-Li 46LP.png
Normal
SFV Chun-Li 46LP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
13 - 33 0
Damage Stun Attack Block
60 100 H -6
  • Cancel options: su vt1 vt2
  • 1-hit projectile
  • Projectile Speed: 0.48
  • Projectile lasts for 70 frames (reaches almost full-screen)
  • Takes 50 frames to charge
  • Juggle Limit / Increase / Start: 6 / 4 / 2
V-Trigger 1 Startup Active Recovery Hit
13 - 33 0
Damage Stun Attack Block
60 100 H -6
  • Cancel options: su
  • 1-hit projectile
  • Projectile Speed: 0.48
  • Projectile lasts for 140 frames (double the duration and range outside V-Trigger 1)
  • Takes 50 frames to charge
  • Juggle Limit / Increase / Start: 6 / 4 / 2
MP Kikoken
Normal Startup Active Recovery Hit
11 - 34 -1
Damage Stun Attack Block
60 100 H -5
  • Cancel options: su vt1 vt2
  • 1-hit projectile
  • Projectile Speed: 0.55
  • Projectile lasts for 50 frames (reaches about 80% screen length)
  • Takes 50 frames to charge
  • Juggle Limit / Increase / Start: 6 / 4 / 2
V-Trigger 1 Startup Active Recovery Hit
11 - 34 -1
Damage Stun Attack Block
60 100 H -5
  • Cancel options: su
  • 1-hit projectile
  • Projectile Speed: 0.55
  • Projectile lasts for 100 frames (double the duration and range outside V-Trigger 1)
  • Takes 50 frames to charge
  • Juggle Limit / Increase / Start: 6 / 4 / 2
HP Kikoken
Normal Startup Active Recovery Hit
9 - 35 -1
Damage Stun Attack Block
60 100 H -4
  • Cancel options: su vt1 vt2
  • 1-hit projectile
  • Projectile Speed: 0.65
  • Projectile lasts for 30 frames (reaches about 60% screen length)
  • Takes 50 frames to charge
  • Juggle Limit / Increase / Start: 6 / 4 / 2
V-Trigger 1 Startup Active Recovery Hit
9 - 35 -1
Damage Stun Attack Block
60 100 H -4
  • Cancel options: su
  • 1-hit projectile
  • Projectile Speed: 0.65
  • Projectile lasts for 60 frames (double the duration and range outside V-Trigger 1)
  • Takes 50 frames to charge
  • Juggle Limit / Increase / Start: 6 / 4 / 2
EX Kikoken
EX Kikoken
46PP
SFV Chun-Li 46PP.png
Normal
SFV Chun-Li 46PP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
11 - 27 4
Damage Stun Attack Block
40*60 0*100 H*H 1
  • Cancel options: vt1 vt2
  • 2-hit projectile
  • Projectile Speed: 0.60
  • No limited duration like on the non-EX versions
  • Takes 50 frames to charge
  • Juggle Limit / Increase / Start: 6*7 / 4*4 / 0*4
V-Trigger 1 Startup Active Recovery Hit
11 - 27 4
Damage Stun Attack Block
50*70 0*100 H*H 1
  • Cancel options: -
  • 2-hit projectile
  • Projectile Speed: 0.60
  • No limited duration like on the non-EX versions
  • Takes 50 frames to charge
  • Juggle Limit / Increase / Start: 6*7 / 4*4 / 0*4
LK Hyakuretsukyaku
LK Hyakuretsukyaku
236LK
SFV Chun-Li 236LK.png
Normal
SFV Chun-Li 236LK vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
5 2(5)2(6)2(6)2 20 4
Damage Stun Attack Block
15x4 (60) 20x4 (80) H -8
  • Cancel options: su vt1 vt2
  • 4 hits
  • Cancels into Super / V-Trigger activations on 3rd hit
  • Juggle Limit / Increase / Start: 1*0*0*0 / 1 / 1
V-Trigger 1 Startup Active Recovery Hit
5 2(5)2(6)2(6)2 20 4
Damage Stun Attack Block
15x3*25 (70) 20x4 (80) H -8
  • Cancel options: su
  • 4 hits
  • Juggle Limit / Increase / Start: 1*0*0*0 / 1 / 1
MK Hyakuretsukyaku
MK Hyakuretsukyaku
236MK
SFV Chun-Li 236MK.png
Normal
SFV Chun-Li 236MK vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
11 2(4)2(4)2(4)2(4)2 20 3
Damage Stun Attack Block
16x5 (80) 25x4*20 (120) H -9
  • Cancel options: su vt1 vt2
  • 5 hits
  • Cancels into Super / V-Trigger activations on 4th hit
  • Slightly increased knockback on Hit / Counter-Hit if canceled from stand MP
  • Juggle Limit / Increase / Start: 1*1*1*1*0 / 1 / 1
V-Trigger 1 Startup Active Recovery Hit
11 2(4)2(4)2(4)2(4)2 20 3
Damage Stun Attack Block
16x4*26 (90) 25x4*20 (120) H -9
  • Cancel options: su
  • 5 hits
  • Juggle Limit / Increase / Start: 1*1*1*1*0 / 1 / 1
HK Hyakuretsukyaku
HK Hyakuretsukyaku
236HK
SFV Chun-Li 236HK.png
Normal
SFV Chun-Li 236HK vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
14 2(3)2(3)2(3)2(3)2(3)2 22 KD
Damage Stun Attack Block
15x5*25 (100) 20x6 (120) H -12
  • Cancel options: su vt1 vt2
  • 6 hits
  • Cancels into Super / V-Trigger activations on 5th hit
  • Puts airborne opponents into a free juggle state (and does not increase juggle state on already juggled opponents)
  • Has a higher Juggle Limit than LK/MK versions
  • Juggle Limit / Increase / Start: 3*3*3*4*5*6 / 0 / 0
V-Trigger 1 Startup Active Recovery Hit
14 2(3)2(3)2(3)2(3)2(3)2 22 KD
Damage Stun Attack Block
15x5*35 (110) 20x6 (120) H -12
  • Cancel options: su
  • 6 hits
  • Has a much higher Juggle Limit than LK/MK versions
  • Juggle Limit / Increase / Start: 7*8*9*10*11*12 / 1 / 1
EX Hyakuretsukyaku
EX Hyakuretsukyaku
236KK
SFV Chun-Li 236KK.png
Normal
SFV Chun-Li 236KK vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
5 2(3)2(3)2(3)2(3)2(3)2(11)2(3)2(3)2(3)2 19 KD
Damage Stun Attack Block
10x9*50 (140) 200 H -2
  • Cancel options: vt1 vt2
  • Cancelable into V-Trigger 1 activation after 6 hits
  • Cancelable into V-Trigger 2 after 10 hits
  • Very fast startup and good range makes this a really good punish / whiff punish tool
  • Juggle Limit / Increase / Start: 5 / 0x9*5 / 1 (only the last 10th hit increases the current juggle state by +5)
V-Trigger 1 Startup Active Recovery Hit
5 2(3)2(3)2(3)2(3)2(3)2(11)2(3)2(3)2(3)2 19 KD
Damage Stun Attack Block
10x9*60 (150) 200 H -2
  • Cancel options: -
  • Very fast startup and good range makes this a really good punish / whiff punish tool
  • Juggle Limit / Increase / Start: 5 / 0x9*5 / 1 (only the last 10th hit increases the current juggle state by +5)
LK Air Hyakuretsukyaku
LK Air Hyakuretsukyaku
236LK(air)
SFV Chun-Li 236LK(air).png
Normal
SFV Chun-Li 236LK(air) vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
8 2(5)2(3)2(5)2 12 0(4)
Damage Stun Attack Block
70 20x4 (80) H -5(-2)
  • Cancel options: -
  • Usually won't be able to land all the hits for full damage/stun due to height restriction
  • Frame advantage varies depending on angle / height and how many hits connect
  • Juggle Limit / Increase / Start: 4*5*7*8 / 1*1*1*6 / 1
V-Trigger 1 Startup Active Recovery Hit
8 2(5)2(3)2(5)2 12 0(3)
Damage Stun Attack Block
70 20x4 (80) H -5(-2)
  • Cancel options: -
  • Usually won't be able to land all the hits for full damage/stun due to height restriction
  • Frame advantage varies depending on angle / height and how many hits connect
  • Juggle Limit / Increase / Start: 20 / 1*1*1*6 / 1
MK Air Hyakuretsukyaku
MK Air Hyakuretsukyaku
236MK(air)
Normal Startup Active Recovery Hit
10 2(2)2(4)2(4)2(2)2 12 1(4)
Damage Stun Attack Block
90 20x5 (100) H -4(-2)
  • Cancel options: -
  • Usually won't be able to land all the hits for full damage/stun due to height restriction
  • Frame advantage varies depending on angle / height and how many hits connect
  • Juggle Limit / Increase / Start: 4*5*8*9*11 / 1*1*1*1*6 / 1
V-Trigger 1 Startup Active Recovery Hit
10 2(2)2(4)2(4)2(2)2 12 1(3)
Damage Stun Attack Block
16x5 (80) 20x5 (100) H -4(-2)
  • Cancel options: -
  • Usually won't be able to land all the hits for full damage/stun due to height restriction
  • Frame advantage varies depending on angle / height and how many hits connect
  • Juggle Limit / Increase / Start: 20 / 1*1*1*1*6 / 1
HK Air Hyakuretsukyaku
HK Air Hyakuretsukyaku
236HK(air)
Normal Startup Active Recovery Hit
12 2(4)2(3)2(4)2(2)2(2)2 12 -4(-1)
Damage Stun Attack Block
100 20x6 (120) H -6(-4)
  • Cancel options: -
  • Usually won't be able to land all the hits for full damage/stun due to height restriction
  • Frame advantage varies depending on angle / height and how many hits connect
  • Juggle Limit / Increase / Start: 4*5*8*9*10*11 / 1*1*1*1*1*6 / 1
V-Trigger 1 Startup Active Recovery Hit
12 2(4)2(3)2(4)2(2)2(2)2 12 -4(-1)
Damage Stun Attack Block
16x5*20 (100) 20x6 (120) H -6(-4)
  • Cancel options: -
  • Usually won't be able to land all the hits for full damage/stun due to height restriction
  • Frame advantage varies depending on angle / height and how many hits connect
  • Juggle Limit / Increase / Start: 20 / 1*1*1*1*1*6 / 1
EX Air Hyakuretsukyaku
EX Air Hyakuretsukyaku
236KK(air)
SFV Chun-Li 236KK(air).png
Normal
SFV Chun-Li 236KK(air) vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
6 2(1)2(2)2(3)2(1)2(2)2(3)2 12 KD
Damage Stun Attack Block
23x6*22 (160) 30x7 (210) H -13
  • Cancel options: -
  • Knockdow advantage varies depending on angle / height and how many hits connect
  • 7 hits
  • Juggle Limit / Increase / Start: 20*21*22*23*24*25*26 / 1*1*1*1*1*1*6 / 1
V-Trigger 1 Startup Active Recovery Hit
6 2(1)2(2)2(3)2(1)2(2)2(3)2 12 KD
Damage Stun Attack Block
25x6*20 (170) 30x7 (210) H -13
  • Cancel options: -
  • Usually won't be able to land all the hits for full damage/stun due to height restriction
  • Frame advantage varies depending on angle / height and how many hits connect
  • Juggle Limit / Increase / Start: 20 / 1*1*1*1*1*1*6 / 1
LK Spinning Bird Kick
LK Spinning Bird Kick
28LK
SFV Chun-Li 28LK.png
Normal
SFV Chun-Li 28LK vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
9 2(1)2(4)2(5)2(3)2 24 KD
Damage Stun Attack Block
25*15x3*40 (110) 20*25x3*105 (200) H -6
  • Cancel options: -
  • Takes 40 frames to charge
  • Airborne on frame 9
  • 5 hits
  • Juggle Limit / Increase / Start: 1 / 10 / 1
V-Trigger 1 Startup Active Recovery Hit
9 2(1)2(4)2(5)2(3)2 24 KD
Damage Stun Attack Block
25*15x3*50 (120) 20*25x3*105 (200) H -6
  • Cancel options: -
  • Takes 40 frames to charge
  • Airborne on frame 9
  • 5 hits
  • Juggle Limit / Increase / Start: 1 / 10 / 1
MK Spinning Bird Kick
MK Spinning Bird Kick
28MK
Normal Startup Active Recovery Hit
15 2(1)2(4)2(4)2(3)2(6)2(5)2 24 KD
Damage Stun Attack Block
35*11x5*40 (130) 30*20x5*70 (200) H -8
  • Cancel options: -
  • Takes 40 frames to charge
  • Airborne on frame 15
  • 7 hits
  • Juggle Limit / Increase / Start: 1 / 10 / 1
V-Trigger 1 Startup Active Recovery Hit
15 2(1)2(4)2(4)2(3)2(6)2(5)2 24 KD
Damage Stun Attack Block
35*11x5*50 (140) 30*20x5*70 (200) H -8
  • Cancel options: -
  • Takes 40 frames to charge
  • Airborne on frame 15
  • 7 hits
  • Juggle Limit / Increase / Start: 1 / 10 / 1
HK Spinning Bird Kick
HK Spinning Bird Kick
28HK
Normal Startup Active Recovery Hit
19 2(1)2(4)2(4)2(4)2(5)2(4)2(5)2(5)2 24 KD
Damage Stun Attack Block
21*12x7*45 (150) 20x8*40 (200) H -8
  • Cancel options: -
  • Takes 40 frames to charge
  • Airborne on frame 22
  • 9 hits
  • Juggle Limit / Increase / Start: 1 / 10 / 1
V-Trigger 1 Startup Active Recovery Hit
19 2(1)2(4)2(4)2(4)2(5)2(4)2(5)2(5)2 24 KD
Damage Stun Attack Block
21*12x7*55 (160) 20x8*40 (200) H -8
  • Cancel options: -
  • Takes 40 frames to charge
  • Airborne on frame 22
  • 9 hits
  • Juggle Limit / Increase / Start: 1 / 10 / 1
EX Spinning Bird Kick
EX Spinning Bird Kick
28KK
SFV Chun-Li 28KK.png
Normal
SFV Chun-Li 28KK vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
5 7(1)4(1)4(1)2 35 KD
Damage Stun Attack Block
25x4*50 (150) 30x4*80 (200) H -20
  • Cancel options: -
  • Fully invincible on frames 1-8
  • Projectile invincible on frames 9-33
  • Takes 45 frames to charge
  • Airborne on frame 5
  • Can hit crossup from frame 8
  • 5 hits
  • Chun-Li is in counterhit state during move duration and takes 20% additional damage from the first hit (total of 144%)
  • Juggle Limit / Increase / Start: 5*6*7*8*9 / 1 / 1
V-Trigger 1 Startup Active Recovery Hit
5 7(1)4(1)4(1)2 35 KD
Damage Stun Attack Block
25x4*60 (160) 30x4*80 (200) H -20
  • Cancel options: -
  • Fully invincible on frames 1-8
  • Projectile invincible on frames 9-33
  • Takes 45 frames to charge
  • Airborne on frame 5
  • Can hit crossup from frame 8
  • 5 hits
  • Chun-Li is in counterhit state during move duration and takes 20% additional damage from the first hit (total of 144%)
  • Juggle Limit / Increase / Start: 5*6*7*8*9 / 1 / 1

Critical Arts

Hoyokusen
Hoyokusen
236236K
SFV Chun-Li 236236K.png
Startup Active Recovery Hit
5 - 35 KD
Damage Stun Attack Block
330 0 H -20
  • Cancel options: -
  • Fully invincible on frames 1-6
  • Juggle Limit: 50

Taunts

Taunt
Taunt
5PPPKKK
SFV Chun-Li 5PPPKKK.png
Startup Active Recovery Hit
- - 61 -
Damage Stun Attack Block
- - - -

V-System

V-Skill 1

Rankyaku
Rankyaku
MPMK (VS1)
SFV Chun-Li MPMK (VS1).png
Normal
SFV Chun-Li MPMK (VS1) vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
11 6 36+6 KD
Damage Stun Attack Block
40 50 H -24
  • Cancel options: -
  • Airborne on frames 11-52
  • Puts opponent into a limited juggle state
  • Cancelable into from special cancelable grounded normals
  • Cancels on hit into any air normals / air legs (Air Hyakuretsukyaku) or air throw on frames 13-23 (cancels later on block / whiff on frames 25-39)
  • All air normals from V-Skill build 30 / 15 V-Gauge on Hit / Block (Air Stomp builds 20 / 10)
  • Can also follow-up with airborne V-Skill Kick (Souseikyaku) on frames 22 and onward
  • Can do wall-jump from V-Skill if colliding with the wall if Chun-Li has not already followed-up with anything else in-air
  • 6F landing recovery
  • V-Gauge on Hit / Block: 80 / 40
  • Juggle Limit / Increase / Start: 0 / 1 / 1
V-Trigger 1 Startup Active Recovery Hit
11 6 36+6 KD
Damage Stun Attack Block
50 50 H -24
  • Cancel options: -
  • Airborne on frames 11-52
  • Puts opponent into a limited juggle state
  • Cancelable into from special cancelable grounded normals
  • Cancels on hit into any air normals / air legs (Air Hyakuretsukyaku) or air throw on frames 13-23 (cancels later on block / whiff on frames 25-39)
  • Can also follow-up with airborne V-Skill (Souseikyaku) on frames 22 and onward
  • Can do wall-jump from V-Skill if colliding with the wall if Chun-Li has not already followed-up with anything else in-air
  • 6F landing recovery
  • Juggle Limit / Increase / Start: 0 / 1 / 1
Souseikyaku
Souseikyaku
MPMK (VS1) > MPMK
SFV Chun-Li MPMK (VS1) MPMK.png
Normal
SFV Chun-Li MPMK (VS1) MPMK vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
22+12 6 4 -
Damage Stun Attack Block
100 120 H -
  • Cancel options: -
  • If the initial V-Skill did not hit; Causes free juggle state upon airborne opponents
  • Juggle Limit / Increase / Start: 5 / 2 / 1
  • V-Gauge on Hit / Block: 50/25
V-Trigger 1 Startup Active Recovery Hit
22+12 6 4 -
Damage Stun Attack Block
100 120 H -
  • Cancel options: -
  • If the initial V-Skill did not hit; Causes free juggle state upon airborne opponents
  • Juggle Limit / Increase / Start: 5 / 2 / 1

V-Skill 2

Hazanshu
Hazanshu
MPMK (VS2)
SFV Chun-Li MPMK (VS2).png
Startup Active Recovery Hit
27 3 14(20) 4
Damage Stun Attack Block
80 120 H -4
  • Cancel options: vt1 vt2
  • Can hit OTG (On-The-Ground) which forces opponent into a knockdown state (KDA data is for the OTG version)
  • Airborne on frames 6-25
  • Projectile invincible hurtbox extends below Chun-Li on frames 6-21
  • Cancelable into from special cancelable normals
  • Cancels into V-Trigger activations / V-Trigger 2 specials on hit / block
  • Can hold back when doing V-Skill to do a shorter version of Hazanshu
  • 6 extra recovery frames on block and whiff (20f)
  • V-Gauge on Hit / Block: 80 / 40
  • Juggle Limit / Increase / Start: 20 / 30 / 4

V-Trigger 1

Renkiko
Renkiko
HPHK (VT1)
SFV Chun-Li HPHK (VT1).png
Startup Active Recovery Hit
1 - 4 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • 2 bar V-Trigger
  • Improves the framedata and damage and juggle properties of almost all moves for 800 frames (~13 seconds)
  • Enables 3rd Strike stun juggle combos

V-Trigger 2

Kikosho
Kikosho
HPHK (VT2)
SFV Chun-Li HPHK (VT2).png
Startup Active Recovery Hit
7 24 7 KD
Damage Stun Attack Block
20x4*40 (120) 150 H 2
  • Cancel options: -
  • 3 bar V-Trigger
  • Duration of 3000 frames (50 seconds)
  • Gives access to a few more reps of the same special (Kikosho)
  • 5-hit projectile hitbox
  • Nullifies 1 hit of projectile
  • Launches opponent into a free juggle state (and does not increase juggle state on already juggled opponents)
  • Behaves a bit differently while in V-Trigger 2 (post activation)
  • See V-Trigger 2 versions notes for more info on how they work
  • Juggle Limit / Increase / Start: 20 / 0 / 0
Kikosho (release)
Kikosho (release)
HPHK (release)
SFV Chun-Li HPHK (release).png
Startup Active Recovery Hit
16 12 16 KD
Damage Stun Attack Block
20x2*40 (80) 100 H -2
  • Cancel options: -
  • 3-hit projectile hitbox
  • Nullifies 1 hit of projectile
  • Cancelable into from most of Chun-Li's normals and specials
  • Launches opponent into a free juggle state (and does not increase juggle state on already juggled opponents)
  • Juggle Limit / Increase / Start: 20 / 0 / 0
  • Spends 1000 V-Timer (~33% V-Timer)
Kikosho (hold)
Kikosho (hold)
HPHK (hold)
SFV Chun-Li HPHK (hold).png
Startup Active Recovery Hit
49 24 7 KD
Damage Stun Attack Block
20x4*40 (120) 150 H 18(GB)
  • Cancel options: -
  • Causes guard break on block for +18 frame advantage
  • 5-hit projectile hitbox
  • Nullifies 1 hit of projectile
  • Cancelable into from most of Chun-Li's normals and specials
  • Launches opponent into a free juggle state (and does not increase juggle state on already juggled opponents)
  • Juggle Limit / Increase / Start: 20 / 0 / 0
  • Spends 1000 V-Timer (~33% V-Timer)

V-Shift

V-Shift
V-Shift
MKHP
SFV Chun-Li MKHP.png
Startup Active Recovery Hit
1 9 22 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • Shifts back 1.36 range
  • Fully invincible on frames 1-9 during which time any strike or projectile evaded will trigger a slow-motion effect on frame 11 for both players
  • Immediately gains full invincibility for the full duration of V-Shift if you successfully evade a strike or projectile on start-up frames 1-9
  • Throw invincible on frames 1-16 on an empty / raw V-Shift
  • Counter-Hit state on frames 10-31 on an empty / raw V-Shift
  • Opponent can still cancel the attack that was V-Shifted as if it had connected (this allows for a lot of shenanigans)
  • Costs 300 V-Gauge (1 bar) to use and refunds 150 V-Gauge back (1/2 bar) on a successful V-Shift if the slow-mo is triggered
  • If the V-Shift is successful you can cancel it into a follow-up attack (see V-Shift Break) that's fully invincible and knocks the opponent down on hit

V-Shift Break

Ensenbu
Ensenbu
MKHP
SFV Chun-Li MKHP.png
Startup Active Recovery Hit
? 3 ? KD
Damage Stun Attack Block
60 0 H -2
  • Cancel options: -
  • Fully invincible during startup and active frames

V-Reversal

Sohakkei
Sohakkei
6PPP
SFV Chun-Li 6PPP.png
Startup Active Recovery Hit
12 2 24 2
Damage Stun Attack Block
40 0 H -2
  • Cancel options: -
  • Strike and Projectile invincible on frames 1-25
  • Does not reward extra frame advantage on counter-hit


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