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==Command Moves== | ==Command Moves== | ||
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| Kakushu Raku Kyaku || Close | | Kakushu Raku Kyaku || Close Hold [[File:Mk.png]] SC | ||
|- | |- | ||
| Senjou Shuu || [[File:F.png]]+[[File:Mk.png]] | | Senjou Shuu || [[File:F.png]]+[[File:Mk.png]] | ||
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| Suitotsu Da || Air forward[[File:D.png]]+[[File:Hp.png]] | | Suitotsu Da || Air forward[[File:D.png]]+[[File:Hp.png]] | ||
|- | |- | ||
| Sankaku Tobi || Air | | Sankaku Tobi || Air corner [[File:F.png]] | ||
|} | |} | ||
==Special Moves== | ==Special Moves== | ||
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Revision as of 15:13, 11 July 2017
Introduction
In her most notorious incarnation, Chun-Li is a defensive beast. She mainly relies on punishing opponents with her high speed and range, solid power and 2nd Super Art which can be combo'd into multiple ways.
Specific Character Information
- Stamina: 1120
- Stun Bar Length (dots): 64 (Normal)
- Stun Bar Recovery (frames it takes to recover 1 dot): 22
- Taunt:
Yawn (happens 100% of the time) - Increases stun recovery rate by 10% for the first yawn and an additional 21% for the second yawn. Lasts the whole round. Maximum 2 yawns, 33% bonus.
Shoulder tap (happens 21% of the time) - Increases defense by 18.8%. Lasts for the whole round. Maximum one shoulder tap.
Neck stretch (happens 38% of the time) - Increases damage for the next hit/combo by 31.3%. Maximum one neck stretch.
Back stretch (happens 15% of the time) - Increases defense by 31.3% (more than the shoulder tap) for the whole round. Also increases damage for the next hit/combo by 31.3%. Maximum one back stretch.
- Best Kara-Throw: Far S.MK / Close S.HK
- Standard Throw Range (pixels): 26
- Kara Throw Range (pixels): 58/??
- Dash Forward (frames) / Moving Distance: 16 / 2
- Dash Backward (frames) / Moving Distance: 23 / 2
- Normal Wake up (frames): 88
- Quick Stand (frames): 61
Moves List
Throws
Koshuu Tou | ![]() ![]() |
Air Throws
Ryuusei Raku | Air ![]() ![]() |
Command Moves
Kakushu Raku Kyaku | Close Hold ![]() |
Senjou Shuu | ![]() ![]() |
Yoku Sen Kyaku | ![]() ![]() |
Souren Shou | ![]() ![]() |
Hakkei | ![]() ![]() |
Kaku Kyaku Raku | ![]() ![]() |
Yousou Kyaku | Air ![]() ![]() |
Suitotsu Da | Air forward![]() ![]() |
Sankaku Tobi | Air corner ![]() |
Special Moves
Hyakuretsu Kyaku | Mash K EX | |
Kikou Ken | ![]() ![]() |
EX SC |
Hazan Shuu | ![]() ![]() |
EX |
Spinning Bird Kick | ![]() ![]() ![]() |
EX |
Super Arts
I | Kikou Shou | ![]() ![]() ![]() |
88 Gauge Dots | 1 Stock | 2.1 EX Uses |
II | Houyoku Sen | ![]() ![]() ![]() |
104 Gauge Dots | 2 Stocks | 5.2 EX Uses |
III | Tensei Ranka | ![]() ![]() ![]() |
72 Gauge Dots | 3 Stocks | 5.4 EX Uses |
Target Combo
Air forward![]() ![]() |
Move Analysis
- All those sprites are taken from the site http://www.zweifuss.ca/
- All Framedatas in "Move Analisys" section are taken from Game Restaurant , this means the Framedata isn't from the Dreamcast version like Karathrow site, it's from Arcade version.
Please note that the images show in this section are for the 1st frame it hits, so this means the opponent is taking the hit in the image shown on the move. I use the 1st frame of every move (except taunt, dash, jump, wakeup and 2nd throw image sprites) because you will see the maximum range of every attack (mostly of the attacks). Note also that those images are ACCURATE, they are exactly the first frame it hits, so enemy takes damage but they still dont make the "pain" frame.
General
- Move: Move name
- Motion: What you must do to execute the move
- Damage: Damage it does (in pixels)
- Stun Damage: Stun Damage it does (in pixels)
- Chains into itself: If you can combo into the same movement
- Special Cancel: If you can cancel the move into a Special Move
- Super Cancel: If you can cancel the move into a Super Art
- Throw Range: Range of the throw (in pixels)
- Num.: Super Art number
- Super Art: Super Art name
- Super Art Stock: Number of Gauge Bars the Super Art have, also the lenght of each bar (in pixels)
Frame Data
- Startup: Number of frames it takes to start the move
- Hit: Number of frames that can hit the opponent
- Recovery: Number of frames it takes to recover from the move
- Blocked Advantage: Number of frames you are in advantage/disvantage after opponent have been blocked the hit
- Hit Advantage: Number of frames you are in advantage/disvantage after opponent have been take the hit
- Crouching Hit Advantage: Number of frames you are in advantage/disvantage after opponent have been take the hit while he's crouching
- + # : You have # frames of advantage
- - # : You have # frames of disvantage
- # ~ # : Advantage/disvantage can vary from # to #
- Down: Enemy gets knocked down
- Guard: How opponent must guard the move, High (H), Low (L) or both (HL)
- Parry: How opponent must parry the move, High (H), Low (L) or both (HL)
Gauge Increase
- Miss: Gauge you gain if you miss the move (in pixels)
- Blocked: Gauge you gain if the move gets blocked (in pixels)
- Hit: Gauge you gain if you hit the opponent with the move (in pixels)
- Parry: Gauge opponent gains when he parry the move (in pixels)
Basic Moves
Move | Start-up frames | In ground frames | In air frames | Recovery frames | Total frames |
---|---|---|---|---|---|
Dash Forward | 2? | 8? | - | 6? | 16 |
Comments here
Move | Start-up frames | In ground frames | In air frames | Recovery frames | Total frames |
---|---|---|---|---|---|
Dash Backwards | 4? | 4? | - | 6? | 13 |
Comments here
Move | Motion | Startup Frames |
Jump | BU or U or FU | 3 |
Comments here
Move | Motion | Startup Frames |
Super Jump | DBU or DU or DFU | 5 |
Comments here
Move | Motion | Frames |
Normal Wakeup | - | 75 |
Comments here
Move | Motion | Frames |
Quick Stand | Tap D when hitting the ground | 48 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Taunt | HP+HK | 5/5 | 3/3 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
15/9 | 1/1 | 27 | ? | ? | ? | HL | HL |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
4(6) | ? | ? | 8(4+4) |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Taunt | HP+HK | 5/5 | 3/3 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
15/9 | 1/1 | 27 | ? | ? | ? | HL | HL |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
4(6) | ? | ? | 8(4+4) |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Taunt | HP+HK | 5/5 | 3/3 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
15/9 | 1/1 | 27 | ? | ? | ? | HL | HL |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
4(6) | ? | ? | 8(4+4) |
Comments here
Move | Motion |
Parry (High) | Tap F when about taking a hit |
Parry (Low) | Tap D when about taking a hit |
Parry (Air) | Tap F in air when about taking a hit |
Frame Data
Move | Frames you're frozen | Frames opponent is frozen | Frame Advantage when parry is successful | Frames before you can try another parry |
Parry (High) | 16 | 16 | +4(LP/LK) +3(MP/MK) +2(HP/HK) 0(Special/Super) -16(Fireball) | 24(19 when attack comes from the air)*,** |
Parry (Low) | 16 | 16 | +4(LP/LK) +3(MP/MK) +2(HP/HK) 0(Special/Super) -16(Fireball) | 24(19 when attack comes from the air)*,** |
Parry (Air) | 16 | 16 | +4(LP/LK) +3(MP/MK) +2(HP/HK) 0(Special/Super) -16(Fireball) | 21(19 when attack comes from the air)*,** |
* (If a parry attempt is successful, the 19/21/24 frame restriction is taken away and you can attempt another parry immediately) |
** (If another attack connects within 2 frames of your parry, it will automatically be parried) |
Gauge Increase
Move | Gauge Increase |
Parry (High) | 4*** |
Parry (Low) | 4*** |
Parry (Air) | 4*** |
*** (You gain 4 of gauge for whatever attack parried, and for whatever hit you parry during multihit attack) |
You can buffer any motion during High or Low parry, but NOT during Air parry, also parry resets the juggle count (and thus resets all scaling).
- Parry information is taken from Hyakuretsu Kyaku Forums, more exactly, from user JinraiPVC. Thanks for this information dude
Normal Moves
Standing Normals
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Far Jab | LP | 15(3 life points) | 3 | Yes | Yes | Yes |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
3 | 5 | 4 | +2 | +2 | +2 | HL | HL |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
0 | 1 | 2 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Far Strong | MP | 100(17 life points) | 11 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
6 | 8 | 9 | -2 | -1 | 0 | HL | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
2 | 3 | 7 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Far Fierce | HP | 110(19 life points) | 11 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
8 | 6 | 17 | -2 | 0 | +2 | HL | HL |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
3 | 5 | 13 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Close Jab | (Close to opponent) LP(5 life points) | 30 | 3 | No | Yes | Yes |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
2 | 2 | 6 | +2 | +2 | +2 | HL | HL |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
0 | 1 | 2 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Short | LK | 40(7 life points) | 3 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
3 | 5 | 9 | +1 | +1 | +1 | HL | HL |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
0 | 1 | 2 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Forward | MK | 90(16 life points) | 11 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
7 | 6 | 19 | -5 | -3 | -1 | HL | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
2 | 3 | 7 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Roundhouse | HK | 120(21 life points) | 13 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
12 | 1 | 15 | 0 | +2 | +4 | HL | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
3 | 5 | 13 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Close Forward | (Close to opponent) MK | 80(14 life points) | 5 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
6 | 2 | 15 | -2 | 0 | 0 | HL | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
2 | 4 | 8 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Close Roundhouse | (Close to opponent) HK | 120(110)(21 life points) | 15(13) | No | Yes | Yes |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
4 | 9 | 12 | -3 | -1 | +1 | HL | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
3 | 5 | 13 | 4 |
Comments here
Jumping Normals
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Jump Jab | (Air) LP | 40(7 life points) | 7 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
2(4 if neutral jump) | Until landing | - | -5~+7/+3~+7 | -5~+7/+3~+7 | +3~+7/+7 | H | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
0 | 1 | 2 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Jump Strong | (Air) MP | 60(80 if neutral jump)(10/14 life points) | 9(11 if neutral jump) | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
4(6 if neutral jump) | Until Landing | - | -6~+10/+5~+10 | -6~+10/+5~+10 | +5~+10/+10 | H | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
2 | 5 | 10 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Jump Fierce | (Air) HP | 80(10 life points) | 9 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
9 | 6 | - | -1~+13 | -1~+13 | +9~+13 | H | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
3 | 9 | 18 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Neutral Jump Fierce | (Air) HP | 130(23 life points) | 15 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
10 | 3 | - | +4~+13 | +4~+13 | +10~+13 | H | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
3 | 9 | 18 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Jump Short | (Air) LK | 50(40 if neutral jump)(8/7 life points) | 5(7 if neutral jump) | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
5 | Until Landing(22 if neutral jump) | - | 0~+7 | 0~+7 | +6~+7/+5~+7 | H | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
0 | 1 | 2 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Jump Forward | (Air) MK | 90(16 life points) | 9 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
6 | 13 | - | +2~+10 | +2~+10 | +9~+10 | H | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
2 | 5 | 10 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Neutral Jump Forward | (Air) MK | 80(14 life points) | 9 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
6 | 2 | - | -1~+10 | -1~+10 | +6~+10 | H | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
2 | 5 | 10 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Jump Roundhouse | (Air) HK | 110(19 life points) | 13 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
10 | 3 | - | +2~+13 | +2~+13 | +4~+13 | H | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
3 | 9 | 18 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Neutral Jump Roundhouse | (Air) HK | 130(23 life points) | 13 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
8 | 5 | - | +1~+13 | +1~+13 | +9~+13 | H | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
3 | 9 | 18 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Universal Overhead | MP+MK | 40(7 life points) | 3 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
15 | 10 | 5 | -5~+7 | 0~+8 | +1~+9 | HL | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
0 | 1 | 2 | 4 |
Comments here
Throws
Move | Motion | Damage | Stun Damage | Throw Range | Kara-Throw | Kara-Throw Range |
Hiza Geri | B/F/N+LP+LK | 120(21 life points) | 9 | 26 | Far S.MK / Close S.HK / C.MP / B.MP / Close S.MK / C.HP | 58 / 36 / 30 / 28 / 28 / 28 |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
2 | 1 | 21 | - | - | - | LP+LK | - |
Gauge Increase
Miss | Blocked | Hit |
0 | 7 (for the player who blocked) | 8 |
Comments here
Move | Motion | Damage | Stun Damage | Throw Range | Kara-Throw | Kara-Throw Range |
Seoi Nage | Close to Oponnent On Air LP+LK | 80(14 life points) | 9 | Width 14,53~89 Height | - | - |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
5 | 1 | - | - | - | - | Close to Oponnent On Air LP+LK | - |
Gauge Increase
Miss | Blocked | Hit |
0 | 7 (for the player who blocked) | 8 |
Comments here
Crouching Normals
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Crouch Jab | D+LP | 15(3 life points) | 3 | Yes | Yes | Yes |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
2 | 4 | 5 | +3 | +3 | +3 | HL | HL |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
0 | 1 | 2 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Crouch Strong | D+MP | 90(16 life points) | 7 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
8 | 2 | 18 | -4 | -3 | -2 | L | L |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
2 | 3 | 7 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Crouch Fierce | D+HP | 130(19 life points) | 13 | No | Yes | Yes |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
8 | 2 | 22 | -1 | +1 | +3 | HL | HL |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
3 | 5 | 13 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Crouch Short | D+LK | 40(3 life points) | 3 | No | Yes | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
4 | 2 | 6 | +3 | +3 | +3 | L | L |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
0 | 1 | 2 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Crouch Forward | D+MK | 90(16 life points) | 3 | No | Yes | Yes |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
6 | 2 | 14 | -2 | -1 | 0 | L | L |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
2 | 3 | 7 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Crouch Roundhouse | D+HK | 110(19 life points) | 5 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
7 | 3 | 21 | -7 | Down | Down | L | L |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
3 | 5 | 13 | 4 |
Comments here
Command Normals
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Souren Shou | B+MP | 110(60+50)(17 life points) | 16(7+9) | No | Yes/Yes | Yes/Yes |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
5 | 2,1 | 18 | -2 | 0 | 0 | HL | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
2 | 6 | 11 | 8(4+4) |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Hakkei | B+HP | 130(23 life points) | 15 | No | Yes | Yes |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
7 | 9 | 10 | -1 | +1 | 3 | HL | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
3 | 9 | 18 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Senjou Shuu | F+MK | 80(14 life points) | 5 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
11 | 7 | 11 | 0 | +1 | +2 | HL | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
2 | 5 | 10 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Kakushu Raku Kyaku | MK,Hold MK | 120(80+20+20) | 19(5+7+7) | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
6 | 6 | 2 | -1 | +3 | +3 | HL/H/H | H/H/H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
2 | 5 | 12 | 12(4+4+4) |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Yoku Sen Kyaku | F+HK | 120(21 life points) | 13 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
12 | 1 | 15 | 0 | +2 | +4 | H | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
3 | 9 | 18 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Tenshin Shuu Kyaku | DF+HK | 110(19 life points) | 13 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
37 | 5 | 2 | +9 | +11 | +15 | HL | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
3 | 9 | 18 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Yousou Suitotsu Da | (Air) D+HP | 110(3 life points) | 15 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
10 | 3 | - | - | - | - | - | - |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
2 | 5 | 10 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Yosou Kyaku | (Air) D+MK | 50(8 life points) | 5 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
9 | Until Landing | - | - | - | - | - | - |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
0 | 1 | 2 | 4 |
Comments here
Target Combo
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Target Combo | Jumping Diagonal HP -> HP | 80+60 | 9+5 | No/No | No/No | No/No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
9 | - | - | - | - | - | HL/HL | H/H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
3+? | 9+1 | 18+1 | 8(4+4) |
Comments here
Special Moves
Please note that in this section you will see mainly 3 images for the special moves, this means the image on the left its done with LP (or LK), the image on the center its done with MP (or MK), and the image on the right its done with HP (or HK). Also its the same "rule" as the sections above, its the 1rst frame it hits for every of the moves.
Move | Motion | Damage | Blocked Damage | Stun Damage | Super Cancel |
Kikkoken (Jab) | HCF+LP | 45(8 life points) | 3 | 3 | Yes |
Kikkoken (Strong) | HCF+MP | 50(8 life points) | 4 | 3 | Yes |
Kikkoken (Fierce) | HCF+HP | 60(8 life points) | 5 | 3 | Yes |
Frame Data
Move | Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
Kikkoken (Jab) | 13 | 1 | 45 | -17 | -16 | -15 | HL | H |
Kikkoken (Strong) | 12 | 1 | 38 | -10 | -9 | -8 | HL | H |
Kikkoken (Fierce) | 10 | 1 | 32 | -4 | -3 | -2 | HL | H |
Gauge Increase
Move | Miss | Blocked | Hit | Parry (Gauge for opponent) |
Kikkoken (Jab) | 0 | 2 | 3 | 4 |
Kikkoken (Strong) | 0 | 2 | 3 | 4 |
Kikkoken (Fierce) | 0 | 2 | 3 | 4 |
Comments here
Move | Motion | Damage | Blocked Damage | Stun Damage | Super Cancel |
Hyakuretsu Kyaku (Short) | Mash LK | 150(6 hits)(17 life points) | 9 | 15 | No |
Hyakuretsu Kyaku (Forward) | Mash MK | 160(6 hits)(18 life points) | 10 | 15 | No |
Hyakuretsu Kyaku (Roundhouse) | Mash HK | 165(6 hits)(21 life points) | 12 | 15 | No |
Frame Data
Move | Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
Hyakuretsu Kyaku (Short) | 6・10・13・17 | 2・1・2・2 | 12 | +3 | +5 | -3 | HL | H |
Hyakuretsu Kyaku (Forward) | 6・9・12・15 | 1・1・1・1 | 13 | +1 | +3 | -4 | HL | H |
Hyakuretsu Kyaku (Roundhouse) | 5・7・9・11・13・15・17・19 | 1・1・1・1・1・1・1・1 | 15 | +1 | -1 | -1 | HL | H |
Gauge Increase
Move | Miss | Blocked | Hit | Parry (Gauge for opponent) |
Hyakuretsu Kyaku (Short) | 3 | 16 | 22 | 4 |
Hyakuretsu Kyaku (Forward) | 3 | 16 | 22 | 4 |
Hyakuretsu Kyaku (Roundhouse) | 3 | 16 | 22 | 4 |
Comments here
Move | Motion | Damage | Blocked Damage | Stun Damage | Super Cancel |
Spinning Bird Kick (Short) | Charge D,U+LK | 140(21 life points) | 9 | 17 | No |
Spinning Bird Kick (Forward) | Charge D,U+MK | 175(27 life points) | 11 | 19 | No |
Spinning Bird Kick (Roundhouse) | Charge D,U+HK | 195(32 life points) | 12 | 21 | No |
Frame Data
Move | Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
Spinning Bird Kick (Short) | 12・13・18・23 | 1x4 | 21 | -5 | -3 | -3 | HL/HL | H |
Spinning Bird Kick (Forward) | 14・15・20・25・30・35 | 1x6 | 22 | -6 | -4 | -4 | HL | H |
Spinning Bird Kick (Roundhouse) | 17・18・23・28・33・38・43・48 | 1x8 | 22 | -7 | -5 | -5 | HL | H |
Gauge Increase
Move | Miss | Blocked | Hit | Parry (Gauge for opponent) |
Spinning Bird Kick (Short) | 3 | 14 | 20 | 16(4x4) |
Spinning Bird Kick (Forward) | 3 | 17 | 23 | 24(6x4) |
Spinning Bird Kick (Roundhouse) | 3 | 20 | 26 | 32(8x4) |
Comments here
Move | Motion | Damage | Blocked Damage | Stun Damage | Super Cancel |
Hazan Shu (Short) | HCB+LK | 100(17 life points) | 13 | 11 | No |
Hazan Shu (Forward) | HCB+MK | 110(19 life points) | 14 | 13 | No |
Hazan Shu (Roundhouse) | HCB+HK | 120(21 life points) | 15 | 15 | No |
Frame Data
Move | Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
Hazan Shu (Short) | 22 | 3 | 18 | -2 | 0 | +2 | HL | H |
Hazan Shu (Forward) | 24 | 3 | 18 | -2 | 0 | +2 | HL | H |
Hazan Shu (Roundhouse) | 29 | 3 | 17 | -1 | +1 | +3 | HL | H |
Gauge Increase
Move | Miss | Blocked | Hit | Parry (Gauge for opponent) |
Hazan Shu (Short) | 3 | 11 | 17 | 4 |
Hazan Shu (Forward) | 3 | 12 | 18 | 4 |
Hazan Shu (Roundhouse) | 3 | 13 | 19 | 4 |
Comments here
EX Moves
Move | Motion | Gauge Needed | Damage | Blocked Damage | Stun Damage | Super Cancel |
Kikkoken (EX) | HCF+PP | 40 | 80(14 life points) | 5 | 3 | Yes |
Frame Data
Move | Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
Kikkoken (EX) | 14 | 1 | 41 | -7 | -6 | -5 | H | H |
Gauge Increase
Move | Miss | Blocked | Hit | Parry (Gauge for opponent) |
Kikkoken (EX) | - | - | - | 4 |
Comments here
Move | Motion | Gauge Needed | Damage | Blocked Damage | Stun Damage | Super Cancel |
Hyakuretsu Kyaku (EX) | Mash KK | 40 | 210(80+50+40+40)(28 life points) | 24(10+6+5+3) | 20(11+3(x3)) | Yes |
Frame Data
Move | Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
Hyakuretsu Kyaku (EX) | 3・5・7・9 | 1・1・1・1 | 17 | -36 | Down | Down | HL | HL |
Gauge Increase
Move | Miss | Blocked | Hit | Parry (Gauge for opponent) |
Hyakuretsu Kyaku (EX) | - | - | - | 16(4+4+4+4) |
Comments here
Move | Motion | Gauge Needed | Damage | Blocked Damage | Stun Damage | Super Cancel |
Spinning Bird Kick (EX) | Charge D,U+KK | 40 | 220(5 hits)(35 life points) | 15(3x5)) | 25 | No |
Frame Data
Move | Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
Spinning Bird Kick (EX) | 12・17・22・27・32 | 2x5 | 22(21) | -8 | Down | Down | HL | H |
Gauge Increase
Move | Miss | Blocked | Hit | Parry (Gauge for opponent) |
Spinning Bird Kick (EX) | - | - | - | 20(4x5) |
Comments here
Move | Motion | Gauge Needed | Damage | Blocked Damage | Stun Damage | Super Cancel |
Hazan Shu (EX) | HCB+KK | 40 | 160(28 life points) | 20 | 17 | No |
Frame Data
Move | Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
Hazan Shu (EX) | 6 | 1 | 12 | -2 | Down | Down | H | H |
Gauge Increase
Move | Miss | Blocked | Hit | Parry (Gauge for opponent) |
Hazan Shu (EX) | - | - | - | 4 |
Comments here
Super Arts
Super Art | Super Art Name | Super Art Stock | Motion | Damage | Blocked Damage | Stun Damage | Damage/Gauge |
I | Kikoshou | 1 bar (88) | QCF QCF+P | 360*(57 life points) | 78** | 0 | 4,09 |
* (40×3+35×17) Damage is when all hits connect. |
** (6×13) Damage is when all hits connect. |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
1・2・3・4・5・6・7・8・9・10・12・14・16・18・20・22・24・26・28・30 | 1x20 | 48 | -38 | Down | Down | HLx20 | HLx20 |
Comments here
Super Art | Super Art Name | Super Art Stock | Motion | Damage | Blocked Damage | Stun Damage | Damage/Gauge |
II | Houyoku Sen | 1 bar (104) | QCF QCF+K | 390*(67 life points) | 58** | 22 | 3,75 (x2) |
* 「30+40(×3)」×2+「30+40(×3)」×2+200 Damage is when all hits connect. |
** 5×4+5×4+50 Damage is when all hits connect. |
** 3×8+3×8+9 is when all hits connect. |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
3・5・7・9・11・13・15・17・32・34・36・38・40・42・44・46・71 | 1×16・3 | 35 | -25 | Launch | Launch | HLx17 | HLx17 |
Comments here
Super Art | Super Art Name | Super Art Stock | Motion | Damage | Blocked Damage | Stun Damage | Damage/Gauge |
III | Tensei Ranka | 3 bars (72 each bar) | QCF QCF+K | 280*(49 life points) | 45** | 18*** | 3,89 (x3) |
* 80+(25×4)+(30×3)+140 Damage is when all hits connect. |
** 5+(2×7)+35 Damage is when all hits connect. |
*** (3×8)+9 Damage is when all hits connect. |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
3・8・10・12・14・16・17・18・19・20・30 | 3・1×5・3・4・1 | 46(40) | -30(-24) | Down | Down | HLx3~5/H | Hx3~5/H |
Comments here
Combos
Non-meter:
B + hp, Fireball (QCF, P)
Jump-in hp/hk, cr. mk, Spinning-bird kick (charge D, then U + K)
cr. mk, Hyakturetsu Kyaku (Tap K rapidly)
Ex Moves:
cr. hp , Ex Spinning-bird kick (charge D, then U + KK)
cr. mk, Hyakturetsu Kyaku (Tap KK rapidly)
Super Art I
Cr. mk, SAI
B + hp, SAI
Cl. hk xx SAI (must be super-jump cancelled)
Super Art II
Cr. mk, SAII (the most common SAII combo, by far.)
B + hp, SAII
Cr. lp, SAII (has uses, such as punishing certain fast-recovering moves, or getting out of a corner lightning-legs trap against another Chun-Li.)
B + mp, SAII (dumb, but it's there.)
Far HK, SAII (on certain crouching opponents, such as the shotos, Hugo, Q, and Dudley.)
Close HK xx SAII (must be super-jump cancelled.)
Lp, Cr. lp xx SAII
Super Art III
Cr. mk, SAIII (only if opponent is crouching, but not too sure. Needs to be confirmed.)
Frame Data
Normal Moves, Command Normals, Other
Move | Parry | Damage | Stun | Cancel Ability | Startup | Active | Recover | Frame Adv. Block | Frame Adv. Hit | Frame Adv. Hit Crouching |
Light Punch | HL | 30 | 3 | Sp*Su | 2 | 1 | 6 | 2 | 2 | 2 |
Medium Punch | H | 100 | 11 | Sp*Su | 6 | 6 | 9 | -2 | -1 | 0 |
Hard Punch | H | 110 | 11 | - | 8 | 5 | 17 | -2 | 0 | 2 |
Light Kick | HL | 40 | 3 | - | 3 | 4 | 9 | 1 | 1 | 1 |
Medium Kick | H | 80 | 5 | - | 6 | 1 | 15 | -2 | 0 | 0 |
Hard Kick | H | 120 | 15(13) | - | 4 | 8 | 12 | -3 | -1 | 1 |
Far Light Punch | HL | 20 | 3 | C*Sp*Su | 3 | 4 | 4 | 2 | 2 | 2 |
Far Medium Kick | H | 90 | 11 | - | 7 | 5 | 19 | -5 | -3 | -1 |
Far Hard Kick | H | 120 | 13 | - | 12 | 1 | 15 | 0 | 2 | 4 |
Crouching Light Punch | HL | 20 | 3 | C*Sp*Su | 2 | 3 | 5 | 3 | 3 | 3 |
Crouching Medium Punch | L | 90 | 3 | - | 8 | 3 | 18 | -4 | -3 | -2 |
Crouching Hard Punch | HL | 110 | 5(13) | Sp*Su | 8 | 3 | 22 | -1 | 1 | 3 |
Crouching Light Kick | L | 20 | 3 | C | 4 | 1 | 6 | 3 | 3 | 3 |
Crouching Medium Kick | L | 90 | 3 | Sp*Su | 6 | 1 | 14 | -2 | -1 | 0 |
Crouching Hard Kick | HL | 110 | 5 | - | 7 | 2 | 21 | -7 | Down | Down |
Jump Up Light Punch | H | 40 | 7 | - | 4 | - | - | - | - | - |
Jump Up Medium Punch | H | 80 | 11 | - | 7 | - | - | - | - | - |
Jump Up Hard Punch | H | 130 | 15 | - | 10 | 3 | - | - | - | - |
Jump Up Light Kick | H | 40 | 7 | - | 5 | 22 | - | - | - | - |
Jump Up Medium Kick | H | 80 | 9 | - | 6 | 2 | - | - | - | - |
Jump Up Hard Kick | H | 130 | 13 | - | 8 | 5 | - | - | - | - |
Jumping Light Punch | H | 40 | 7 | - | 2 | - | - | - | - | - |
Jumping Medium Punch | H | 60 | 9 | - | 4 | - | - | - | - | - |
Jumping Hard Punch | H | 80 | 9 | - | 9 | 7 | - | - | - | - |
Jumping Light Kick | H | 50 | 5 | - | 5 | - | - | - | - | - |
Jumping Medium Kick | H | 90 | 9 | - | 6 | 13 | - | - | - | - |
Jumping Hard Kick | H | 110 | 13 | - | 10 | 3 | - | - | - | - |
Back + Medium Punch | H | 60+50 | 7+9 | Sp*Su | 5 | 1*1 | 18 | -2 | - | - |
Back + Hard Punch | H | 130 | - | Sp*Su | 7 | 8 | 10 | -1 | - | - |
Toward + Medium Kick | H | 80 | 5 | - | 11 | 6 | 11 | 0 | - | - |
Down-Toward + Hard Kick | H | 110 | 13 | - | 37 | 4 | 2 | 9 | - | - |
Head Stomp (Down + MK in the air) | H | 50 | 5 | - | 9 | - | - | - | - | - |
Universal Overhead | H | - | - | - | 16~25 | - | - | -5 ~ +7 | 0 ~ +8 | +1 ~ +9 |
Throw | - | 120 | 9 | - | 2 | 1 | 21 | - | - | - |
Air Throw | - | 80 | 9 | - | 2 | 1 | - | - | - | - |
Move | Parry | Damage | Stun | Cancel Ability | Startup | Active | Recover | Frame Adv. Block | Frame Adv. Hit | Frame Adv. Hit Crouching |
Special Moves and Super Arts
Move | Parry | Damage | Stun | Cancel Ability | Startup | Active | Recover | Frame Adv. Block |
Fireball Light Punch | H | 45 | 3 | Su | 14 | 1 | 45 | -17 |
Fireball Medium Punch | H | 50 | 3 | Su | 13 | 1 | 38 | -10 |
Fireball Hard Punch | H | 60 | 3 | Su | 11 | 1 | 32 | -4 |
Fireball EX | H | 80 | 3 | Su | 16 | 1 | 41 | -7 |
Lightning Legs Light Kick | H | 40+20 | 3+5 | - | 6*3 | 1*1 | - | - |
- | H | 30+20 | 3+3 | - | 3*3 | 1*1 | 12 | 3 |
Lightning Legs Medium Kick | H | 40+20 | 3+5 | - | 6*3 | 1*1 | - | - |
- | H | 30+20 | 3+3 | - | 3*3 | 1*1 | 13 | 1 |
Lightning Legs Hard Kick | H | 50+20 | 3+5 | - | 5*2 | 1*1 | - | - |
- | H | 40+30 | 3+3 | - | 2*2 | 1*1 | 15 | -1 |
Lightning Legs EX | H | 60+40 | 3+5 | - | 3*2 | 1*1 | - | - |
- | H | 40+40 | 3+3 | - | 2*2 | 1*1 | 17 | -3 |
Spinning Bird Kick Light | H | 50+30 | 7+3 | - | 12 | 1*1 | - | - |
- | H | 30+30 | 3+5 | - | 5*5 | 1*1 | 21 | -2 |
Spinning Bird Kick Medium | H | 50+25+25 | 7+3+3 | - | 14*1*15 | 1*1*1 | - | - |
- | H | 25+25+25 | 3+3+3 | - | 5*5*5 | 1*1*1 | 22 | -2 |
Spinning Bird Kick Hard | H | 50+25(x6) | 5+3(x6) | - | 17*1*4(x5) | 1*1*1(x5) | - | - |
- | H | 30 | 3 | - | 4 | 1 | 22 | -2 |
Spinning Bird Kick (EX) | H | 50+40+50 | 7+3+7 | - | 12*4*4 | 1*1*1 | - | - |
- | H | 40+50 | 3+7 | - | 4*4 | 1*1 | 22 | -8 |
Overhead Flip Kick Light | H | 100 | 11 | - | 22 | 2 | 18 | -2 |
Overhead Flip Kick Medium | H | 110 | 13 | - | 24 | 2 | 18 | -2 |
Overhead Flip Kick Hard | H | 120 | 15 | - | 29 | 2 | 17 | -1 |
Overhead Flip Kick EX | H | 160 | 17 | - | 31 | 1 | 18 | -2 |
SA1 – Kikoshou | HL | 40(x3) | 0 | - | 1 | 1(x3) | - | - |
- | HL | 35 | 0 | - | - | 1 | - | - |
- | HL | 35 | 0 | - | - | 1 | - | - |
- | HL | 35(x3) | 0 | - | - | 1(x3) | - | - |
- | HL | 35(x2) | 0 | - | - | 1(x2) | - | - |
- | HL | 35(x2) | 0 | - | 2(x2) | 1(x2) | - | - |
- | HL | 35(x2) | 0 | - | 2(x2) | 1(x2) | - | - |
- | HL | 35 | 0 | - | 2 | 1 | - | - |
- | HL | 35(x5) | 0 | - | 2(x5) | 1(x5) | 48 | -38 |
SA2 – Houyoku Sen | H | 30 | 3 | - | 3 | 1 | - | - |
- | H | 40 | 3 | - | 2 | 1 | - | - |
- | H | 40 | 3 | - | 2 | 1 | - | - |
- | H | 40 | 3 | - | 2 | 1 | - | - |
- | H | 30 | 3 | - | 2 | 1 | - | - |
- | H | 40 | 3 | - | 2 | 1 | - | - |
- | H | 40+40 | 3*3 | - | 2*2 | 1*1 | - | - |
- | H | 30 | 3 | - | 15 | 1 | - | - |
- | H | 40 | 3 | - | 2 | 1 | - | - |
- | H | 40 | 3 | - | 2 | 1 | - | - |
- | H | 40 | 3 | - | 2 | 1 | - | - |
- | H | 30 | 3 | - | 2 | 1 | - | - |
- | H | 40 | 3 | - | 2 | 1 | - | - |
- | H | 40 | 3 | - | 2 | 1 | - | - |
- | H | 40 | 3 | - | 2 | 1 | - | - |
Finish | H | 200 | 9 | - | 25 | 2 | 35 | -23 |
SA3 – Tensei Ranka | HL | 80 | 3 | - | 3 | 2 | - | - |
- | 25(x4) | - | HL | - | - | 3*2*2*2 | 1(x4) | - |
- | 30 | - | HL | - | - | 2 | 1 | - |
- | 30 | - | HL | - | - | 1 | 2 | - |
- | 30 | - | HL | - | - | 1 | 3 | - |
- | 140 | -30 | H | - | - | 7 | 1 | 46 |
Move | Parry | Damage | Stun | Cancel Ability | Startup | Active | Recover | Frame Adv. Block |
Strategies
Overview
Chun-Li is a top-tier character, sharing the top slots with Yun, Ken and (arguably) Makoto. Her greatest assets are her extremely damaging Super Art (Houyoku-Sen), extreme range of her kara-throw, her fast dash, and fast/high-priority normal moves. She has the capabilities to rush other characters down using her quick dash and faster moves such as s.LP, c.LP and close HK, as well as adding her throw to the mix and fear of Houyoku-Sen super which can be cancelled off of plethora of moves. However, she is often played as a reactive character; one that reacts to an enemy rather than trying to pressure them with a rushdown. As such, she makes an excellent turtle. She also has an extremely short hitbox while crouching, allowing her to duck an enormous number of moves that would normally hit.
Her main weaknesses are that she has no damaging combos that she can perform when she has no meter, and in some cases lacks a definitive anti-air such as a typical DP maneuver. Her assortment of high-priority normals and quick dash, however, can be used as anti-air devices with a great deal of success. Also, she lacks a fast overhead; both the universal overhead and flip kick are fairly slow and easy to block on reaction. She does, however, have an extremely long kara-universal overhead which can compensate for the lack of speed. Finally, she has a large falling/juggling hitbox, which means she's more prone to eating high-damage combos than a lot of characters (for example, Ken can do strong, fierce, jab uppercut x2 in the corner on her fairly easily, without a kara or strict timing at all.)
Basics
Chun-Li can dominate a match with simply her normals and throws alone, but much of her strategy stems from having at least one stock of the Houyoku-Sen super ready and available. It can easily be hitconfirmed off of a c.MK and b + HP, which are two of her most commonly used moves for poking, punishing, and during mixup.
Having a Houyoku-Sen stock can drastically change the flow of the match. Its damage is very high, and the last kick can be cancelled into a superjump, offering an array of different resets or simple extra-damage knockdowns that can set Chun-Li up for more mixups. Landing the Houyoku-Sen is not always necessary to take control of the match; the fear incited from being hit by the Houyoku-Sen is usually enough to turn the tide in your favor.
back + FP is good for building meter when you're a safe distance away
st.MP is good for building meter from closer or if you feel back + FP might be risky
cr.MK is a good poke
cr.MP is good every once in a while if your opponent thinks he's safely out of cr.MK range
FP is good, don't do it from stupidly close
far FK goes over low pokes and links into SAII on crouching opponents (buffer the super, piano the kicks when you land)
cr. FK beats a lot of stuff and it's a high parry that knocks down
back + FP beats a lot of stuff and cancels into super. Throw it out to beat pokes, buffer the super and if it connects with something, hit kick
up close, FK super jump cancels into super as well
back + MP, back + FP + FK (mash on FK for lightning legs if parried) and MK are decent anti-airs. neutral jump FK is a very good anti-air if you can pre-empt jumps well
up close, Chun-Li's main mix-up is ticking with cr.LP (which comes out lightning fast) or cr.LK (slightly slower but has to be parried low) then kara-throwing or throwing out cr.MK for hit confirm
And yeah, Chun players do that tapping down thing after a knockdown to throw other player off what they're going to do. I don't do that myself but like to walk backwards and forwards slightly, tap down, then kara-throw. Just learn how to disguise your patterns and mix-up your play.
Tick with cr.LP, walk up slightly so it looks like you're going for plain old vanilla throw, then cr.MK. Tap down, then go for cr.MK. Just do whatever. You'll develop your own tricks and techniques over time. Everyone reacts differently. Some Ken players like to SRK right after you do cr.LP or cr.LK for example, so cr.LK, then blocking is another idea, just to see how they react. Of course, you can also use the delay while blocking to try and fish for another cr.MK.
EX SBK is her best wake-up option if you're going to be aggressive
EX fireball xx SAII is good for chip damage KO
Super Art Selection
Chun-Li's most powerful Super Art is the Houyoku-Sen. It has a healthy stock of two supers, is very damaging, and can be super-cancelled or linked into using many of her attacks:
- c.MK
- c.LP
- s.MP
- b + MP (first or second hit)
- b.HP
- c.HP
- close HK (must be super-jump cancelled)
- F + HK (only on crouching opponents)
- DF + HK
- Kikouken
- EX Kikouken
The Houyoku-Sen's final kick can be super-jump cancelled. As the last hit connects, perform a super-jump, and she will leap into the air. The opponent may be juggled following the Houyoku-Sen, and it is another useful tool in her mixup arsenal. It is almost a guaranteed free ride for your opponent into the corner, so you can take that into consideration if it proves advantageous for your position. Common Houyoku-Sen enders include:
- sj.HP, HP (Target Combo, Resets)
- sj.HP (First hit only, Resets)
- sj.HP, HP (First hit whiffs, second connects, Resets)
- sj.MP (Resets)
- sj.d+MK, d+MK (Character-Specific, Knockdown)
- sj.d+MK, MP/HP/MK/LK (Character-Specific, Resets)
- sj.HK (Knockdown)
The Houyoku-Sen is also a 17-hit Super Art, making it a notorious ender of rounds via chip damage. You may also cancel a Kikouken or EX Kikouken into the Houyoku-Sen for the purpose of disrupting the timing for the opponent should they decide to try and parry it.
The Houyoku-Sen also has invincibility frames on startup during her initial rush to the opponent. It can be used to punish fireballs.
---
Other Supers:
Kikou-Shou (SA1) - The Kikou-Shou is a relatively high-damage super and comes with a rather short bar, which means you can have this super stocked more often than the Houyoku-Sen. It does more chip damage and is more difficult to parry than the Houyoku-Sen, but the primary drawbacks are the fact that it only comes with one stock which bars liberal use of EXs, and that its range is fairly limited. You cannot cancel a max-ranged c.MK into a Kikou-Shou and expect it to hit. For this reason, SA2 is considered a much more powerful super. However, the SA1 does have its merits as an anti-air.
Tensei-Ranka (SA3) - The Tensei-Ranka comes with a much healthier 3-stock limit as opposed to the Kikou-Shou, but it's much more difficult to use successfully. Unless the opponent is very tall or standing, you will not be able to hit them on the way up using the super, which turns the Tensei-Ranka most of the time into an extremely delayed, readable overhead. It is best used as an anti-air or confirmable damage off of an anti-air. Since a common way to punish jumpins with Chun-Li is to either close s.HK or parry into close s.HK, you can super-jump cancel into the Tensei-Ranka after a confirmed hit in order to do more damage than you normally would, at the expense of a reset.
Kara-Techniques
Chun-Li has two useful kara-throws available to her:
- MK
- close HK
A kara-throw is executed by inputting the correct attack (in this case, either MK or close HK) and cancelling the first frame into a throw. For example:
Execute the MK kara-throw by pressing the MK button and immediately pressing LP + LK. You will see Chun-Li move forward as she executes the throw, which will drastically improve the range of your throw and strengthen your game.
Her best kara-throw is her standing MK. It is tied with Q for the farthest reaching kara-throw. Her close HK kara-throw has a few uses against certain characters such as Dudley, whose hitbox can be deceiving, making the s.MK karathrow fail, and having the close MK technique execute instead.
Zoning
Mixups
Additional Notes
- Personal Action: Recovers stun meter (when she yawns) and either Attack up (when she cracks her neck), Defense up (when she pats her shoulders), or both (when she arches forward). Note: Her taunt actions are completely random.
Buffering/Partitioning Hyakuretsu Kyaku (Lightning Legs)
Cancelling normals into Hyakuretsu Kyaku (from now on, referred to as simply 'Lightning Legs') is a great way to make an opponent think twice about punishing certain moves, and is also used to make b + HP a much more powerful anti-air, as the opponent will not only need to parry the b + HP, but also several kicks as they descend.
There are few ways to improve buffering Lightning Legs other than improving your own manual dexterity, but here are a few helpful hints:
- Double-tap each of your buttons (drum two or three fingers each time you go to press the appropriate button -- easier on Japanese-style buttons which are more sensitive in activation).
- Press the appropriate kick button in addition to the normal move you are trying to cancel. For example, if you wanted to cancel a s.MP into HK lightning legs, press MP~HK, then continually double-tap the HK key as fast as you can.
Lightning Legs can also be partitioned. That is, the button inputs for the technique can be stored through dashing. The most simple way to see and perform this is to dash continuously, pressing a single kick button as many times as possible while the dash animation occurs, then to stop dashing and press the kick button again. If done correctly, the lightning legs move will be performed.
This is useful in matches when you need to 'hide' the button inputs. If a player sees one or two standing shorts or repeated presses of the same kick button, they may interpret this as preparation for the move and adjust their gameplay accordingly. By masking the inputs in the dashes, you can spring the technique on your opponent more covertly. This is especially useful during air resets, since the lightning legs technique is a very good way of obtaining chip damage.
Match-ups
Serious Advantage Match-ups
- Oro
- Alex
- Remy
- Q
- Hugo - One of the few matchups where SA I can come in handy, due to its usefulness as a zoning tool to keep Hugo out.
- Sean
Advantage Match-ups
- Ken
- Makoto
- Yang
- Akuma
- Urien
- Ryu
- Ibuki
- Elena
- Necro
- Twelve
Fair Match-ups
- Chun-Li
- Dudley - For the most part, Chun-Li can win this match-up by playing it as though it were any other match, however, should Dudley earn a knockdown, you're in trouble. With Chun-Li's lengthy standing animation and Dudley's ridiculous wake-up control it can be devastating considering the amount of damage he can distribute on Chun-Li especially
Disadvantage Match-ups
- Yun - Easily Chun-Li's worst matchup, due to her inability to counter Yun's dive kicks effectively, and the universal difficulty of dealing with Genei-Jin. Although Chun-Li is normally played with a more defensive/opportunistic mindset, it is important to pressure Yun before he can get meter. While Yun has no meter, it's difficult for him to damage Chun. Chun's superior normals will keep him at bay, and in any circumstance, regardless of whether or not Yun has meter, a stocked Chun will allow her many opportunities to throw or karathrow, as the threat of Houyoku-Sen is often too great to risk counter-throwing or sometimes tech-throwing. Being able to parry Yun's dive kicks is also very helpful, although good Yun players will often vary the ranges of the dive kicks in order to rush Chun down with well-placed mixups. For players who find it difficult to telegraph dive kicks, learn the ranges. Yun is restricted to only 3 different ranges (LK, MK, HK) and must land at a precise distance. Also, know that Yun's superjump arcs him slightly backward, adjusting the range ever so slightly. Knowing the correct ranges of the dive kicks and being able to see where they will land allows you to perform the appropriate anti-air (close s.HK, d+HK, b+HP, s.MP, parry, block, or air-to-air are all effective counters to divekicks at the correct ranges). Finally, be patient! Yun's main weakness (aside from his lack of non-meter offense) is his poor stamina, so one c.MK xx Houyoku-Sen is 40-50% of his life.
Serious Disadvantage Match-ups
Chun-Li has no match-ups where she is at a serious disadvantage
Platform Specific
Costume Selection
Press the corresponding button during character select to show a costume.
MAME Japan 990512
Blue | FP |
Gray | MK |
Light Gray | LP + MK + FP |
Pink | FK |
Purple | LK |
Sky Blue | LP |
Turqoise | MP |