Street Fighter V/Chun-Li

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< Street Fighter V
Revision as of 19:05, 23 May 2020 by L1GHTN1N (talk | contribs) (S5 Frame data)

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Chun-Li

SFV-ChunLi Portrait.jpg
VITALS
Health: 950 Stun: 950
WALKING THROWS
Forward Walk Speed: 5.4 Throw Range: 0.8461
Back Walk Speed: 3.6 Throw Hurt Range: 0.3511
DASHING JUMPING
Forward Dash Total Frames: 15 Jump Height Apex: -
Back Dash Total Frames: 21 Jump Total Frames: 49 (4+41+4)
Forward Dash Distance: 142.4 Forward Jump Distance: 205
Back Dash Distance: 123.5 Back Jump Distance 184.5
NOTABLE MOVE CLASSES
Overheads: df+HK Hard Knockdowns: crHK (CH)
Low Attacks: crMP, crLK, crMK, crHK Crush Counters: b+HP, HK, f+HK, crHK

Summary

Bio

Bio


Why Pick Chun-Li?

Why Play

Players To Watch
Humanbomb, Ludovic, MOV, Punk

Change List

For list of all changes, see Change/Patch List

Season 3.5

  • Stand LP upwards hitbox reduced
  • Stand MP upwards hitbox reduced
  • Forward throw distance after hit increased
  • Rankyaku (MP+MK) can now be canceled into
  • Yousenkyaku crush counter advantage decreased from +19 to +18, recovery increased from 13f to 18f
  • VT1
    • Yousenkyaku recovery increased from 13f to 18f
  • VT2
    • Kikosho had bug fixed that caused hitbox from second hit onwards to disappear if collided with opponent projectile


Season 3 (Arcade Edition)

  • Stand LP hitbox reduced
  • Stand MK hurtbox reduced, collision box adjusted
  • Stand HP hitbox expanded
  • Crouch LP hitbox expanded
  • Crouch LK collision box adjusted
  • Crouch MK hurtbox expanded
  • Jump HP hitbox expanded, hurtbox reduced
  • Diagonal Jump HK hitbox expanded, hurtbox reduced
  • Tsuitosuken (f/b+MP) damage increased from 60 to 65
  • Yousenkyaku (f+HK) is now a crush counter
  • Tenkukyaku (b+HK) damage increased from 70 to 80, reduced hurtbox can now hit behind Chun-Li
  • L/M Air Hyakuretsukyaku (u, qcf+K) advantage on hit increased from +3 to +4
  • Spinning Bird Kick (d,u+K) damage increased from 100/120/140 to 110/130/15o for L/M/H versions
  • V-Trigger
    • Timer for Renkiko extended
    • Tsuitosuken (f/b+MP) damage increased from 70 to 75
    • Spinning Bird Kick damage increased from 110/130/150 to 120/140/160 for L/M/H versions
  • Added V-Trigger 2: Kikosho


Move List

Unique Attacks

SFV-ChunLi-Unique.jpg

Special Moves

SFV-ChunLi-Special.jpg

V-System (V-Trigger / V-Skill / V-Reversal)

SFV-ChunLi-Vsystem.jpg

Critical Art

SFV-ChunLi-Critical.jpg


Chun Li Discussions

Discussions regarding Chun Li

Chun Li Shoryuken Forum

Chun Li Discord Link

Chun Li Discord

Video Guides

Capcom Fighters' Official Character Introduction


Street Fighter Official Character Guide


Sajam's Character Breakdown


Shoryuken's Rising Up Series

Other Resources

Jav1ts' Chun-Li Twitter Tech

Frame Data

- Champion Edition data courtesy of @D4RK_ONION, @HatsonFGC, @Arlieth, @Frostdiener, BananaCyclone and the Frame Assist Tool team. - Huge thanks for their efforts! - See https://fullmeter.com/fatonline/#/home for more information

Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Stand LP LP 4 2 8 2 5 7 30 70 H ["ch","sp","su","vs1","vs2","vt1","vt2"] - - - - 36 84
Stand MP MP 5 3 9 3 6 8 60 100 H ["sp","su","vs1","vs2","vt1","vt2"] - - - 9 72 120
Stand HP HP 11 2 18 -4 0 2 80 150 H ["su","vt1","vt2"] - - - 13 96 180
Stand LK LK 5 3 7 -3 1 3 40 70 H ["sp","su","vs1","vs2","vt1","vt2"] - - - - 48 84
Stand MK MK 8 3 15 -2 2 4 70 100 H ["vt1","vt2"] - - - 11 84 120
Stand HK HK 12 3 16 -2 1 21 90 150 H ["vt1","vt2"] - - - 14 108 180
Crouch LP d+LP 4 3 5 2 5 7 30 70 H ["ch","sp","su","vs1","vs2","vt1","vt2"] - - - - 36 84
Crouch MP d+MP 10 9 18 -8 -3 -1 60 100 L ["vt1","vt2"] - - - 9 72 120
Crouch HP d+HP 7 2(10)2 17 -5 2 4 50*40 100*50 H*H ["sp","su","vs1","vs2","vt1","vt2"] - - - CHIP CH_DAMAGE CH_STUN
Crouch LK d+LK 3 2 8 -1 2 4 20 70 L ["ch","vt1","vt2"] - - - - 24 84
Crouch MK d+MK 6 2 16 -2 2 4 50 100 L ["sp","su","vs1","vs2","vt1","vt2"] - - - 8 60 120
Crouch HK d+HK 8 3 24 -12 KD KD 90 150 L ["vt1","vt2"] 65 16 21 14 108 180
Jump LP u+LP 3 5 - - - ? 40 70 M - - - - - 48 84
Jump MP u+MP 6 4 - - - ? 60 100 M ["sp"] - - - 9 72 120
Jump HP u+HP 6 4(2)4 - - - ? 50*50 100*50 M*M - - - - CHIP CH_DAMAGE CH_STUN
Jump LK u+LK 4 7 - - - ? 40 70 M - - - - - 48 84
Jump MK u+MK 6 5 - - - ? 60 100 M - - - - 9 72 120
Jump HK ub or uf+HK 7 6 - - - ? 90 150 M - - - - 14 108 180
Neutral Jump HK u+HK 7 5 - - - ? 90 150 M - - - - 14 108 180
Tsuitotsuken b or f+MP 7 2 12 0 3 5 65 100 H ["vt1","vt2"] - - - 10 78 120
Hakkei b+HP 7 5 13 2 3 KD 90 150 H ["sp","su","vs1","vs2","vt1","vt2"] 97 38 43 14 108 180
Senenshu df+MK 26 2 16 -2 2 4 70 100 M - - - - 11 84 120
Tenkukyaku b+HK 8 5 13 0 2 4 80 150 H ["vt1","vt2"] - - - 13 96 180
Yokusenkyaku f+HK 18 5 13(18) -2 2 18 80 150 H - - - - 13 96 180
Kakurakukyaku df+HK 34 7 6 2(6) 6(10) ? 80 150 M - - - - 13 96 180
Yosokyaku d+MK during jump 5+4+5 4 4 - - ? 40*50*60 (150) 60x3 (180) M - - - - CHIP CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Koshuto LP+LK 5 3 17 KD KD KD 120 150 T - 62 13 13 ? 144 180
Tenshin Shushu b+LP+LK 5 3 17 KD KD KD 140 200 T - 72 23 23 ? 168 240
Ryuseiraku LP+LK (air) 5 2 6 KD KD KD 130 200 T - 70 21 21 ? 156 240
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Renkiko HP+HK (VT1) 1 - 4 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Kikosho HP+HK (VT2) 7 24 7 2 KD KD 20x4*40 (120) 150 H - 109 50 55 ? CH_DAMAGE 180
Rankyaku MP+MK (VS1) 11 6 36+6 -24 KD KD 40 50 H - 71 12 17 ? 48 60
Souseikyaku MP+MK (VS1) > MP+MK 22+12 6 4 - - ? 100 120 H - - - - ? 120 144
Hazanshu MP+MK (VS2) 27 3 14(20) -4 KD KD 80 120 H ["vt1","vt2"] 93(75) 34(16) 39(21) ? 96 144
Sohakkei f+PPP 12 2 24 -2 2 4 40 0 H - - - - ? 48 0
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Wall Jump uf during jump near wall - - - - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Taunt PPP+KKK - - 61 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
LP Kikoken b,f+LP 13 - 33 -6 0 2 60 100 H ["su","vt1","vt2"] - - - ? 72 120
MP Kikoken b,f+MP 11 - 34 -5 -1 1 60 100 H ["su","vt1","vt2"] - - - ? 72 120
HP Kikoken b,f+HP 9 - 35 -4 -1 1 60 100 H ["su","vt1","vt2"] - - - ? 72 120
EX Kikoken b,f+PP 11 - 27 1 4 6 40*60 0*100 H*H ["vt1","vt2"] - - - ? CH_DAMAGE CH_STUN
LK Hyakuretsukyaku qcf+LK 5 2(5)2(6)2(6)2 20 -8 4 6 15x4 (60) 20x4 (80) H ["su","vt1","vt2"] - - - ? CH_DAMAGE CH_STUN
MK Hyakuretsukyaku qcf+MK 11 2(4)2(4)2(4)2(4)2 20 -9 3 5 16x5 (80) 25x4*20 (120) H ["su","vt1","vt2"] - - - ? CH_DAMAGE CH_STUN
HK Hyakuretsukyaku qcf+HK 14 2(3)2(3)2(3)2(3)2(3)2 20 -10 KD KD 15x5*25 (100) 20x6 (120) H ["su","vt1","vt2"] 88 29 34 ? CH_DAMAGE CH_STUN
EX Hyakuretsukyaku qcf+KK 5 2(3)2(3)2(3)2(3)2(3)2(11)2(3)2(3)2(3)2 19 -2 KD KD 10x9*50 (140) 200 H ["vt1","vt2"] 91 32 37 ? CH_DAMAGE 240
LK Air Hyakuretsukyaku qcf+LK(air) 8 2(5)2(3)2(5)2 12 -5(-2) 0(4) ? 70 20x4 (80) H - - - - ? 84 CH_STUN
MK Air Hyakuretsukyaku qcf+MK(air) 10 2(2)2(4)2(4)2(2)2 12 -4(-2) 1(4) ? 90 20x5 (100) H - - - - ? 108 CH_STUN
HK Air Hyakuretsukyaku qcf+HK(air) 12 2(4)2(3)2(4)2(2)2(2)2 12 -6(-4) -4(-1) ? 100 20x6 (120) H - - - - ? 120 CH_STUN
EX Air Hyakuretsukyaku qcf+KK(air) 6 2(1)2(2)2(3)2(1)2(2)2(3)2 12 -13 KD KD 23x6*22 (160) 30x7 (210) H - - - - ? CH_DAMAGE CH_STUN
LK Spinning Bird Kick d,u+LK 9 2(1)2(4)2(5)2(3)2 24 -6 KD KD 25*15x3*40 (110) 20*25x3*105 (200) H - 91 32 37 ? CH_DAMAGE CH_STUN
MK Spinning Bird Kick d,u+MK 15 2(1)2(4)2(4)2(3)2(6)2(5)2 24 -8 KD KD 35*11x5*40 (130) 30*20x5*70 (200) H - 91 32 37 ? CH_DAMAGE CH_STUN
HK Spinning Bird Kick d,u+HK 19 2(1)2(4)2(4)2(4)2(5)2(4)2(5)2(5)2 24 -8 KD KD 21*12x7*45 (150) 20x8*40 (200) H - 91 32 37 ? CH_DAMAGE CH_STUN
EX Spinning Bird Kick d,u+KK 5 7(1)4(1)4(1)2 31 -16 KD KD 25x4*50 (150) 30x4*80 (200) H - 76 17 22 ? CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Hoyokusen qcf,qcf+K 5 - 35 -20 KD KD 330 0 H - 99 40 40 ? 396 0
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
In VT1
Stand LP LP 4 5 5 2 6 8 40 70 H ["ch","sp","su","vs1","vs2"] - - - - 48 84
Stand MP MP 5 3 9 3 8 10 70 100 H ["sp","su","vs1","vs2"] - - - 11 84 120
Stand HP HP 11 4 16 -5 2 4 90 150 H - - - - 14 108 180
Stand LK LK 5 4 6 -3 1 3 50 70 H ["sp","su","vs1","vs2"] - - - - 60 84
Stand MK MK 8 4 14 -2 4 6 80 100 H - - - - 13 96 120
Stand HK HK 12 3 16 -2 1 KD 100 150 H - 114 55 60 16 120 180
Crouch LP d+LP 4 4 4 2 6 8 40 70 H ["ch","sp","su","vs1","vs2"] - - - - 48 84
Crouch MP d+MP 10 9 18 -8 -2 0 70 100 L - - - - 11 84 120
Crouch HP d+HP 7 2(10)2 14 -2 2 4 65*45 100*50 H*H ["sp","su","vs1","vs2"] - - - CHIP CH_DAMAGE CH_STUN
Crouch LK d+LK 3 3 7 -1 4 6 30 70 L ["ch"] - - - - 36 84
Crouch MK d+MK 6 2 14 -2 4 6 60 100 L ["sp","su","vs1","vs2"] - - - 9 72 120
Crouch HK d+HK 8 4 23 -12 KD KD 100 150 L - 82 23 28 16 120 180
Jump LP u+LP 3 5 - - - ? 50 70 M - - - - - 60 84
Jump MP u+MP 6 4 - - - ? 70 100 M - - - - 11 84 120
Jump HP u+HP 6 4(2)4 - - - ? 55*55 100*50 M*M - - - - CHIP CH_DAMAGE CH_STUN
Jump LK u+LK 4 7 - - - ? 50 70 M - - - - - 60 84
Jump MK u+MK 6 5 - - - ? 70 100 M - - - - 11 84 120
Jump HK ub or uf+HK 7 6 - - - ? 100 150 M - - - - 16 120 180
Neutral Jump HK u+HK 7 5 - - - ? 100 150 M - - - - 16 120 180
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Tsuitotsuken b or f+MP 7 3 11 0 4 6 75 100 H - - - - 12 90 120
Hakkei b+HP 7 7 11 2 6 KD 100 150 H ["sp","su","vs1","vs2"] 99 40 45 16 120 180
Senenshu df+MK 26 2 16 -2 4 6 80 100 M - - - - 13 96 120
Tenkukyaku b+HK 8 5 13 0 2 4 90 150 H - - - - 14 108 180
Yokusenkyaku f+HK 18 5 13(18) -2 4 18 90 150 H - - - - 14 108 180
Kakurakukyaku df+HK 34 7 6 3 7 9 90 150 M - - - - 14 108 180
Yosokyaku d or df+MK during jump 5+4+5 4 4 - - ? 40*50*60 (150) 60x3 (180) M - - - - CHIP CH_DAMAGE CH_STUN
Rankyaku MP+MK (VS1) 11 6 36+6 -24 KD KD 50 50 H - 71 12 17 ? 60 60
Souseikyaku MP+MK (VS1) > MP+MK 22+12 6 4 - - ? 100 120 H - - - - ? 120 144
Hazanshu MP+MK (VS2) 27 3 14(20) -4 KD KD 90 130 H - 93(75) 34(16) 39(21) ? 108 156
LP Kikoken b,f+LP 13 - 33 -6 0 2 60 100 H ["su","vt1","vt2"] - - - ? 72 120
MP Kikoken b,f+MP 11 - 34 -5 -1 1 60 100 H ["su","vt1","vt2"] - - - ? 72 120
HP Kikoken b,f+HP 9 - 35 -4 -1 1 60 100 H ["su","vt1","vt2"] - - - ? 72 120
EX Kikoken b,f+PP 11 - 27 1 4 6 50*70 0*100 H*H ["vt1","vt2"] - - - ? CH_DAMAGE CH_STUN
LK Hyakuretsukyaku qcf+LK 5 2(5)2(6)2(6)2 20 -8 4 6 15x3*25 (70) 20x4 (80) H ["su","vt1","vt2"] - - - ? CH_DAMAGE CH_STUN
MK Hyakuretsukyaku qcf+MK 11 2(4)2(4)2(4)2(4)2 20 -9 3 5 16x4*26 (90) 25x4*20 (120) H ["su","vt1","vt2"] - - - ? CH_DAMAGE CH_STUN
HK Hyakuretsukyaku qcf+HK 14 2(3)2(3)2(3)2(3)2(3)2 20 -10 2 4 15x5*35 (110) 20x6 (120) H ["su","vt1","vt2"] 88 29 34 ? CH_DAMAGE CH_STUN
EX Hyakuretsukyaku qcf+KK 5 2(3)2(3)2(3)2(3)2(3)2(11)2(3)2(3)2(3)2 19 -2 KD KD 10x9*60 (150) 200 H - 91 32 37 ? CH_DAMAGE 240
LK Air Hyakuretsukyaku qcf+LK(air) 8 2(5)2(3)2(5)2 12 -5(-2) 0(3) ? 70 20x4 (80) H - - - - ? 84 CH_STUN
MK Air Hyakuretsukyaku qcf+MK(air) 10 2(2)2(4)2(4)2(2)2 12 -4(-2) 1(3) ? 16x5 (80) 20x5 (100) H - - - - ? CH_DAMAGE CH_STUN
HK Air Hyakuretsukyaku qcf+HK(air) 12 2(4)2(3)2(4)2(2)2(2)2 12 -6(-4) -4(-1) ? 16x5*20 (100) 20x6 (120) H - - - - ? CH_DAMAGE CH_STUN
EX Air Hyakuretsukyaku qcf+KK(air) 6 2(1)2(2)2(3)2(1)2(2)2(3)2 12 -13 KD KD 25x6*20 (170) 30x7 (210) H - - - - ? CH_DAMAGE CH_STUN
LK Spinning Bird Kick d,u+LK 9 2(1)2(4)2(5)2(3)2 24 -6 KD KD 25*15x3*50 (120) 20*25x3*105 (200) H - 91 32 37 ? CH_DAMAGE CH_STUN
MK Spinning Bird Kick d,u+MK 15 2(1)2(4)2(4)2(3)2(6)2(5)2 24 -8 KD KD 35*11x5*50 (140) 30*20x5*70 (200) H - 91 32 37 ? CH_DAMAGE CH_STUN
HK Spinning Bird Kick d,u+HK 19 2(1)2(4)2(4)2(4)2(5)2(4)2(5)2(5)2 24 -8 KD KD 21*12x7*55 (160) 20x8*40 (200) H - 91 32 37 ? CH_DAMAGE CH_STUN
EX Spinning Bird Kick d,u+KK 5 7(1)4(1)4(1)2 31 -16 KD KD 25x4*60 (160) 30x4*80 (200) H - 76 17 22 ? CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
In VT2
Kikosho (release) HP+HK (release) 16 12 16 -2 KD KD 20x2*40 (80) 100 H - 100 41 46 ? CH_DAMAGE 120
Kikosho (hold) HP+HK (hold) 49 24 7 18 KD KD 20x4*40 (120) 150 H - 109 50 55 ? CH_DAMAGE 180
Notes:
  • CH Damage and stun is calculated by multiplying base values by 1.2. For multi-hitting moves this usually only applies to first hit; if only second hit connects it will get the x1.2 benefits.
  • For Crush Counters: J = Juggle, C = Crumple, KD = Knockdown
  • Chip damage for normals refers to grey life inflicted

Combos

BnB

With Meter

Corner

Crush Counter

V-Trigger Cancels

V System

V Reversal

A strike reversal, notable for being one of the few 12f V-Reversals instead of the normal 17f.

V Skill 1

Rankyaku causes Chun to shoot upwards at about a 30 degree angle, causing a hit on the way up. This can be special canceled into for some damaging combos. New to Season 4, by pressing MP+MK in the air again she performs an additional kick which can then be comboed into HK Hyakuretsukyaku to gain additional V-Gauge if needed.

V Skill 2

TBW

V Trigger 1

Renkiko is a 2 bar V-Trigger that powers up all of Chun's normal attacks. It increases their damage slightly, causes most of them to be 2 hits instead of 1 allowing it to break most armor, and adjusts the frame advantage / disadvantage on hit/block of several moves giving access to some new more damaging combos. While the utility is simple, it makes her already strong poking and pressure game that much scarier and harder to deal.

V Trigger 2

Kikosho is a 3 bar V-Trigger that gives Chun access to her Kikosho special, which is summons a giant orb in front of her when activated. On block it is safe, it can be charged and cause a guard break at max charge, and can be canceled into EX Hyakuretsukyaku (qcf+KK) for more damage. She can cancel into Kikosho from any special cancelable move, including her sHP for a long range damaging poke. Each Kikosho use after the initial takes about 30% of her V-Gauge, and she can get about 3 total after the initial cancel if used quickly.


Strategy

Playing as Chun-Li

Fighting Against Chun-Li