< Street Fighter 6 | Chun-Li
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| punishAdv = (Frame advantage on Punish Counter + effects like Spin, Tumble, Crumple, etc.) | | punishAdv = (Frame advantage on Punish Counter + effects like Spin, Tumble, Crumple, etc.) | ||
| perfParryAdv = (Frame advantage of a move that is Perfect Parried on the first active frame, or a range of values for moves that can be spaced out) | | perfParryAdv = (Frame advantage of a move that is Perfect Parried on the first active frame, or a range of values for moves that can be spaced out) | ||
| DRcancelHit = (Hit advantage of a NORMAL CANCELED INTO DRIVE RUSH on hit; calculated from the moment a | | DRcancelHit = (Hit advantage of a NORMAL CANCELED INTO DRIVE RUSH on hit; calculated from the moment a follow-up attack is possible) | ||
| DRcancelBlk = (Block advantage of a NORMAL CANCELED INTO DRIVE RUSH on block; calculated from the moment a | | DRcancelBlk = (Block advantage of a NORMAL CANCELED INTO DRIVE RUSH on block; calculated from the moment a follow-up attack is possible) | ||
| afterDRHit = (Hit advantage of a normal/command normal when used AFTER Drive Rush; +4 from hitAdv, but may also affect juggle state) | | afterDRHit = (Hit advantage of a normal/command normal when used AFTER Drive Rush; +4 from hitAdv, but may also affect juggle state) | ||
| afterDRBlk = (Block advantage of a normal/command normal when used AFTER Drive Rush; +4 from blockAdv) | | afterDRBlk = (Block advantage of a normal/command normal when used AFTER Drive Rush; +4 from blockAdv) | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = Great long-ranged poke and whiff punish tool; cancelable into Stance and can input | | notes = Great long-ranged poke and whiff punish tool; cancelable into Stance and can input follow-ups after 16f; combos naturally to Stance LP if close enough, or stance MK/HK on Punish Counter; Stance Cancel: +6/0 into follow-up, -4/-10 into blocking | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = Cannot hit crouching opponents; slow but rewarding mid-range anti-air (leg/head are invulnerable to airborne strikes 14-16f); cannot hit cross-up; puts airborne opponents into limited juggle state; Stance Cancel: +10/+6 into | | notes = Cannot hit crouching opponents; slow but rewarding mid-range anti-air (leg/head are invulnerable to airborne strikes 14-16f); cannot hit cross-up; puts airborne opponents into limited juggle state; Stance Cancel: +10/+6 into follow-up, -3/-7 into blocking | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = 2 hits (only 2nd is cancelable); forces stand on hit; solid anti-air on frames 12-13 and 21-23 (cannot hit cross-up); 1st hit puts airborne opponent into limited juggle state (2nd hit causes air reset, but can whiff for a knockdown); counter-hit/Punish Counter bonus advantage applies to both hits; Stance Cancel: +8/+4 into | | notes = 2 hits (only 2nd is cancelable); forces stand on hit; solid anti-air on frames 12-13 and 21-23 (cannot hit cross-up); 1st hit puts airborne opponent into limited juggle state (2nd hit causes air reset, but can whiff for a knockdown); counter-hit/Punish Counter bonus advantage applies to both hits; Stance Cancel: +8/+4 into follow-up, -6/-10 into blocking | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = More active frames and safer on block than most sweeps; puts airborne opponents into limited juggle state (can juggle after late anti-air 2HK); not a Hard Knockdown when juggled into; Stance Cancel: HKD/-11 into | | notes = More active frames and safer on block than most sweeps; puts airborne opponents into limited juggle state (can juggle after late anti-air 2HK); not a Hard Knockdown when juggled into; Stance Cancel: HKD/-11 into follow-up, HKD/-21 into blocking | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = Short range combo and frame trap tool; high active frame count makes it amazing as a meaty option; Stance Cancel: +9/+3 into | | notes = Short range combo and frame trap tool; high active frame count makes it amazing as a meaty option; Stance Cancel: +9/+3 into follow-up, -5/-11 into blocking | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = Stance Cancel: +2/-1 into | | notes = Stance Cancel: +2/-1 into follow-up, -6/-9 into blocking; 1-8f Crouching state; does not allow a follow-up link (except for Punish Counter 3HP into Stance LP) | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = Punish Counter crumple state can lead to Stance HK launch or Stance LP grounded combo; causes spinning free juggle state on Punish Counter vs. airborne opponents; great hitbox priority; Stance Cancel: +2/-1 into | | notes = Punish Counter crumple state can lead to Stance HK launch or Stance LP grounded combo; causes spinning free juggle state on Punish Counter vs. airborne opponents; great hitbox priority; Stance Cancel: +2/-1 into follow-up, -6/-9 into blocking | ||
}} | }} | ||
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| blockAdv = - | | blockAdv = - | ||
| invuln = 23-71 Head Projectile | | invuln = 23-71 Head Projectile | ||
| notes = Crouching state 14-22f, then low profiles until exiting stance; | | notes = Crouching state 14-22f, then low profiles until exiting stance; follow-ups can be input on frame 15 at the earliest; counter-hit state for entire animation; if no follow-up, stays crouched for 57f (hold crouch to extend); can block while crouching (cannot block overheads, as this leads to Stance Exit); blocking an attack immediately exits stance and allows a Drive Reversal; can take longer to enter stance when canceled from heavy normals, giving much worse frame advantage if a follow-up is not used immediately | ||
}} | }} | ||
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| guard = LH | | guard = LH | ||
| cancel = SA2 SA3 (5th) | | cancel = SA2 SA3 (5th) | ||
| hitconfirm = 41 SA / 43 | | hitconfirm = 41 SA / 43 follow-up | ||
| hitAdv = {{sf6-adv|P|+3}} | | hitAdv = {{sf6-adv|P|+3}} | ||
| blockAdv = {{sf6-adv|M|-3}} | | blockAdv = {{sf6-adv|M|-3}} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = 5 hits; can | | notes = 5 hits; can follow-up with KK on hit/block for no extra Drive cost; counter-hit/Punish Counter bonus advantage carries over through all hits; cannot hit cross-up | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = 30f charge (no charge required if canceled from Stance normals); puts opponent into limited juggle state (juggle | | notes = 30f charge (no charge required if canceled from Stance normals); puts opponent into limited juggle state (juggle follow-up only possible vs. grounded opponents); combos from medium normals; cannot hit cross-up | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = Active/Recovery frames listed are for whiff/block ( | | notes = Active/Recovery frames listed are for whiff/block (follow-up attack only occurs after 2nd hit connects); cannot hit cross-up | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = "Sorry!"; Punish Counter crumple is the only way to keep it safe, but does not allow | | notes = "Sorry!"; Punish Counter crumple is the only way to keep it safe, but does not allow follow-up combo | ||
}} | }} | ||
Revision as of 10:19, 24 November 2023
Character Vitals
Normals
Standing Normals
5LP
5MP
5HP
5LK
5MK
5HK
Crouching Normals
2LP
2MP
2HP
2LK
2MK
2HK
Jumping Normals
j.LP
j.MP
j.HP
j.LK
j.MK
j.HK
8j.HK
Wall Jump
9 (near wall)
Command Normals
4/6MP
4HP
3HP
6HK
3HK
j.2MK
Target Combos
j.HP~j.HP
j.2MK~j.2MK
j.2MK~j.2MK~j.2MK
Serenity Stream
214P
214P~214P
214P~LP
214P~MP
214P~HP
214P~LK
214P~MK
214P~HK
Throws
Forward Throw
Back Throw
Air Throw
Drive Moves
HPHK
Chun-Li
Chun-Li_hphk
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HPHK Hosen Kick
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
800 | 200 | 20% Starter | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
26 | 2 | 35 | - | 34 | 25 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
62 | 5000 | 10000 [15000] | -10000 | [3000(2100)] | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | 1-27 | - | 0 | 1 | 0 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
Crumple (Standing +21, Juggle +46, HKD +104) | -35 | ||||
Hit Advantage | Block Advantage | ||||
KD +35 / Wall Splat KD +65 | -3 / Wall Splat HKD +72 | ||||
Notes | |||||
See Drive Impact. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height. |
6HPHK
Chun-Li
Chun-Li_6hphk
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6HPHK Hoyoku Kick
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
250x2 recoverable | 65,60 recoverable | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
20 | 3(10)3 | 26(33) | - | 34 total | 4,16 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
61(68) | - | - | -20000 | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-22 Full | Break | - | 1,200 | 100 | 1 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +23 | -27 | ||||
Hit Advantage | Block Advantage | ||||
KD +23 | -8 | ||||
Notes | |||||
2 hits, 7f extra recovery on hit; see Drive Reversal; if 1st hit is Perfect Parried, opponent can interrupt with a move 11f or faster |
MPMK
Chun-Li
Chun-Li_mpmk
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MPMK Drive Parry
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | 50% Multiplier (Perfect) | - | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
1 | 8 or until released | 29(1)(11) | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
37(3) | - | - | -5000,250~ | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
6 Full (after Perfect Parry) | - | - | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | - | ||||
Hit Advantage | Block Advantage | ||||
- | - | ||||
Notes | |||||
See Drive Parry. Perfect Parrying has only 1F of recovery and disables the opponent from canceling their attack. Perfect Parrying projectiles puts you into fixed 11 frames of recovery. |
66
Chun-Li
Chun-Li_66
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66 Drive Rush
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | 15% Multiplier (Mid-Combo) | - | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
9(11) | 45(46) | 24(23) | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | - | -10000(-30000) | - | - | |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | - | ||||
Hit Advantage | Block Advantage | ||||
- | - | ||||
Notes | |||||
See Drive Rush. Frame data shown in parentheses refers to the Drive Rush version used from a Parry. Distance: 1.044 (min/throw), 2.222 (min/block), 3.163 (max/final DR frame) |
Special Moves
Kikoken
[4]6LP
[4]6MP
Chun-Li
Chun-Li_46mp
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[4]6MP Kikoken
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File:SF6 Chun-Li 46mp.png File:SF6 Chun-Li 46mp hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
600 | 150 | - | LH | SA3 | 4 |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
12 | [55] | 33 | 31 | 27 | 8 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
45 | 2500 | [3000] | 1000 | 600 (420) | 300 (150) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | |||
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | 0.05 | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
+1 | -23 | ||||
Hit Advantage | Block Advantage | ||||
-3 | -7 | ||||
Notes | |||||
50f charge (no charge required if canceled from Stance normals); travels ~80% screen; Super cancel timing is very strict |
[4]6HP
Chun-Li
Chun-Li_46hp
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[4]6HP Kikoken
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File:SF6 Chun-Li 46hp.png File:SF6 Chun-Li 46hp hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
600 | 150 | - | LH | SA3 | 4 |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
11 | [25] | 32 | 31 | 27 | 8 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
43 | 2500 | [3000] | 1000 | 600 (420) | 300 (150) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | |||
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | 0.07 | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
+2 | -22 | ||||
Hit Advantage | Block Advantage | ||||
-2 | -6 | ||||
Notes | |||||
50f charge (no charge required if canceled from Stance normals); travels ~60% screen; Super cancel timing is very strict |
[4]6PP
Hundred Lightning Kicks
236LK
236MK
Chun-Li
Chun-Li_236mk
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236MK Hundred Lightning Kicks
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File:SF6 Chun-Li 236mk.png File:SF6 Chun-Li 236mk hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
225x4 (900) | 56x3,57 (225) | - | LH | SA3 (3rd) | 24 |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
14 | 2(4)2(4)2(5)2 | 22 | 46 total | 35 total | 3x3,6 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
56 | 1000x4 | [5000] | 500x4 | 200x4 (140x4) | 100x4 (50x4) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | |||
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
+7 | -22 | ||||
Hit Advantage | Block Advantage | ||||
+3 | -8 | ||||
Notes | |||||
4 hits; counter-hit/Punish Counter bonus advantage carries over through all hits; cannot hit cross-up |
236HK
Chun-Li
Chun-Li_236hk
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236HK Hundred Lightning Kicks
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File:SF6 Chun-Li 236hk.png File:SF6 Chun-Li 236hk hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
200x5 (1000) | 50x5 (250) | - | LH | SA3 (4th) | 30 |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
23 | 2(3)2(2) 2(4)2(6)2 |
15 | - | 37 total | 3x4,10 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
62 | 800x5 | [5000] | 400x5 | 160x5 (112x5) | 80x5 (40x5) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | |||
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +50 | -15 | ||||
Hit Advantage | Block Advantage | ||||
KD +50 | -3 | ||||
Notes | |||||
5 hits; puts opponents into limited juggle state; can juggle into 22K in the corner or SA1/SA3 anywhere (optimal for SA3 damage, skipping the additional damage scaling when canceled); cannot hit cross-up |
236KK
Chun-Li
Chun-Li_236kk
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236KK Hundred Lightning Kicks
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File:SF6 Chun-Li 236kk.png File:SF6 Chun-Li 236kk hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
160x5 (800) | 40x5 (200) | - | LH | SA2 SA3 (5th) | 41 SA / 43 follow-up |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
8 | 2(4)2(4) 2(4)2(4)2 |
21 | 50 total | 44 total | 2x4,6 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
54 | 800x5 | [5000] | -20000 | 160x5 (112x5) | 80x5 (40x5) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | |||
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
+7 | -20 | ||||
Hit Advantage | Block Advantage | ||||
+3 | -3 | ||||
Notes | |||||
5 hits; can follow-up with KK on hit/block for no extra Drive cost; counter-hit/Punish Counter bonus advantage carries over through all hits; cannot hit cross-up |
236KK~KK
Chun-Li
Chun-Li_236kk_kk
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236KK~KK Lightning Kick Barrage
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![]() File:SF6 Chun-Li 236kk kk hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
100x4,300 (700) | 25x4,75 (175) | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
11 | 2(5)2(4) 2(5)2(13)3 |
25 | - | 50 | 2x4,10 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
73 | 1000x5 | - | - | 100x5 (70x5) | 50x5 (25x5) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | |||
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +29 | - | ||||
Hit Advantage | Block Advantage | ||||
KD +29 | -13 | ||||
Notes | |||||
10 hits total; does not cost additional Drive meter; cannot hit cross-up |
Aerial Hundred Lightning Kicks
j.236LK
j.236MK
Chun-Li
Chun-Li_j236mk
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j.236MK Aerial Hundred Lightning Kicks
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File:SF6 Chun-Li j236mk.png File:SF6 Chun-Li j236mk hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
250x4 (1000) | 62,64 (126) | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
10 | 2(4)2(4)2(5)2 | 15 land | 22 each | 18 each | 3x3,4 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | 1000x2 | [5000] | 500x4 (500x2) | 200x4 () (140x4) | 100x2 (50x2) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | Until Land (FKD) | |||
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
0(+5) | -25(-17) | ||||
Hit Advantage | Block Advantage | ||||
-4(+1) | -8(-3) | ||||
Notes | |||||
4 hits; Forward/Neutral Jump only; cannot hit crouching; final 5f landing recovery is in crouching state |
j.236HK
Chun-Li
Chun-Li_j236hk
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j.236HK Aerial Hundred Lightning Kicks
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File:SF6 Chun-Li j236hk.png File:SF6 Chun-Li j236hk hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
220x5 (1100) | 55x2 (110) | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
12 | 2(4)2(3) 2(4)2(3)2 |
15 land | 24 each | 20 each | 3x4,4 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | 1000x2 | [5000] | 400x5 (400x2) | 160x5 (112x5) | 80x2 (40x2) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | Until Land (FKD) | |||
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
-1(+2) | -29(-24) | ||||
Hit Advantage | Block Advantage | ||||
-5(-2) | -9(-6) | ||||
Notes | |||||
5 hits; Forward/Neutral Jump only; cannot hit crouching; final 5f landing recovery is in crouching state; very strict timing required to hit standing opponent (can hit twice vs. tall characters) |
j.236KK
Spinning Bird Kick
[2]8LK
[2]8MK
Chun-Li
Chun-Li_28mk
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[2]8MK Spinning Bird Kick
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File:SF6 Chun-Li 28mk.png File:SF6 Chun-Li 28mk hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
200x4,400 (1200) | 50x4,100 (300) | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
16 | 2(6)2(6) 2(7)2(4)2 |
8+21 land | - | 45 total | 2x4,4 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
77 | 800x5 | [5000] | 400x5 | 240x5 (168x5) | 120x5 (60x5) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | 15-56 (FKD) | |||
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +34 | -28 | ||||
Hit Advantage | Block Advantage | ||||
KD +34 | -17 | ||||
Notes | |||||
30f charge (no charge required if canceled from Stance normals); combos from medium normals; cannot hit cross-up |
[2]8HK
Chun-Li
Chun-Li_28hk
|
|||||
---|---|---|---|---|---|
[2]8HK Spinning Bird Kick
|
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File:SF6 Chun-Li 28hk.png File:SF6 Chun-Li 28hk hitbox.png |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
180x6,320 (1400) | 45x6,80 (350) | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
21 | 2(4)2(8)2(6) 2(5)2(5)2(3)2 |
8+22 land | - | 57 total | 2x6,4 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
95 | 600x7 | [5000] | 285x6,290 | 150x6,300 (105x6,210) | 75x6,150 (37x6,75) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | 19-73 (FKD) | |||
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +33 | -35 | ||||
Hit Advantage | Block Advantage | ||||
KD +33 | -18 | ||||
Notes | |||||
30f charge (no charge required if canceled from Stance normals); combos from heavy normals and 5MK; cannot hit cross-up |
[2]8KK
Chun-Li
Chun-Li_28kk
|
|||||
---|---|---|---|---|---|
[2]8KK Spinning Bird Kick
|
|||||
![]() File:SF6 Chun-Li 28kk hitbox.png |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
100x6,200 (800) | 25x6,50 (200) | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
16 | 2(4)2(4)2(5) 2(4)2(5)2(4)2 |
8+15 land | - | 51 total | 2x6,8 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
78 | 600x7 | [5000] | -20000 | 150x6,300 (105x6,210) | 75x6,150 (37x6,75) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | 14-63 (FKD) | |||
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +55(+41) | -28(-23) | ||||
Hit Advantage | Block Advantage | ||||
KD +55(+41) | -12 | ||||
Notes | |||||
30f charge (no charge required if canceled from Stance normals); puts opponent into limited juggle state (juggle follow-up only possible vs. grounded opponents); combos from medium normals; cannot hit cross-up |
Hazanshu
214LK
214MK
Chun-Li
Chun-Li_214mk
|
|||||
---|---|---|---|---|---|
214MK Hazanshu
|
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File:SF6 Chun-Li 214mk.png File:SF6 Chun-Li 214mk hitbox.png |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
1000 | 250 | 30% Starter | H | SA3 | 17 |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
27 | 3 | 16 | 21 | 16 | 13 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
45 | 4000 | [5000] | 2000 | 1200 (840) | 600 (300) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
6-21 Lower Body Projectile | - | 6-24 (FKD) | |||
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
+6 | -17 | ||||
Hit Advantage | Block Advantage | ||||
+2 | -3 | ||||
Notes | |||||
Crouching state during recovery; cannot hit cross-up |
214HK
Chun-Li
Chun-Li_214hk
|
|||||
---|---|---|---|---|---|
214HK Hazanshu
|
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File:SF6 Chun-Li 214hk.png File:SF6 Chun-Li 214hk hitbox.png |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
1200 | 250 | 20% Starter | H | SA3 | 17 |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
32 | 3 | 16(18) | 27 | 18 | 13 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
50(52) | 4000 | [7000] | 2000 | 1200 (840) | 600 (300) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
6-26 Lower Body Projectile | - | 6-29 (FKD) | |||
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
+10 | -19 | ||||
Hit Advantage | Block Advantage | ||||
+6 | -1 | ||||
Notes | |||||
2f extra recovery on whiff; crouching state during recovery; cannot hit cross-up |
214KK
Chun-Li
Chun-Li_214kk
|
|||||
---|---|---|---|---|---|
214KK Hazanshu
|
|||||
![]() File:SF6 Chun-Li 214kk hitbox.png |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
1200 | 250 | 20% Starter; Combo (2 hits) | H | SA2 SA3 | 20 |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
26 | 3 | 16 | - | 14 | 16 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
44 | 4000 | [5000] | -20000 | 1200 (840) | 600 (300) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
6-21 Lower Body Projectile, 22-28 Projectile | - | 6-23 (FKD) | |||
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +52 OTG | -17 | ||||
Hit Advantage | Block Advantage | ||||
KD +52 OTG | -5 | ||||
Notes | |||||
Bounces for an OTG juggle state on hit; crouching state during recovery; cannot hit cross-up |
Tensho Kicks
22LK
22MK
Chun-Li
Chun-Li_22mk
|
|||||
---|---|---|---|---|---|
22MK Tensho Kicks
|
|||||
File:SF6 Chun-Li 22mk.png File:SF6 Chun-Li 22mk hitbox.png |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
450,550 (1000) | 113 | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
7 | 2(10)2 | 31+12 land | - | 16 | 3,8 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
63 | 3000 | [5000] | 1000x2 (1000) | 500x2 (350x2) | 250 (125) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-10 Air | - | 8-51 (FKD) | |||
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +25 | -55 | ||||
Hit Advantage | Block Advantage | ||||
KD +25 | -41 | ||||
Notes | |||||
Cannot hit cross-up |
22HK
Chun-Li
Chun-Li_22hk
|
|||||
---|---|---|---|---|---|
22HK Tensho Kicks
|
|||||
File:SF6 Chun-Li 22hk.png File:SF6 Chun-Li 22hk hitbox.png |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
200x3,600 (1200) | 50 | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
9 | 2(8)2(8)2(11)2 | 26+12 land | - | 16 | 3x3,10 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
81 | 3000 | [5000] | 500x4 (500) | 250x4 (175x4) | 125 (62) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-10 Air | - | 8-69 (FKD) | |||
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +37 | -71 | ||||
Hit Advantage | Block Advantage | ||||
KD +37 | -57 | ||||
Notes | |||||
Cannot hit cross-up |
22KK
Super Arts
236236P
j.236236P
236236K
214214K
214214K (CA)
Chun-Li
Chun-Li_214214k_ca
|
|||||
---|---|---|---|---|---|
214214K Soten Ranka (CA)
|
|||||
![]() File:SF6 Chun-Li 214214k ca hitbox.png |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
4500 (500x2) | 750,250x2 (1250) | 50% Minimum; 10% Immediate (Sp) | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
8 | 2(24)1(7)1 | 40 | - | 51(25) | 6,3,8 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
82 | 9000,500x2 (10000) | 20000 | - | -30000 | -30000 |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-9 Full | Break | - | |||
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
HKD +18 | -39 | ||||
Hit Advantage | Block Advantage | ||||
HKD +18 | -24 | ||||
Notes | |||||
Hits 3 times on block (true blockstring); no cinematic if 1st hit whiffs (1000 dmg total); available at 25% HP or below; cinematic time regenerates ~2 Drive bars for Chun-Li |
Taunts
5PPPKKK
6PPPKKK
4PPPKKK