Street Fighter 6/Chun-Li/Frame data

From SuperCombo Wiki


Frame Data Tables

Character Data

Chun-Li HP Throw
Range
Fwd Walk
Speed
Back Walk
Speed
Fwd Dash
Speed
Back Dash
Speed
Fwd Dash
Distance
Back Dash
Distance
Jump
Speed
Fwd Jump
Distance
Back Jump
Distance
Jump
Apex
SF6 Chun-Li Portrait.png 10000 0.8 0.050 0.035 19 25 1.508 1.211 4+42+3 2.10 1.68 2.247

Normals and Target Combos


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard Cancel Hitconfirm
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard Cancel Hitconfirm
5LP 300 4 3 7 13 +5 -3 LH SS Chn Sp SA 13
5MP 600 5 4 10 18 +6 +1 LH SS Sp SA 16
5HP 800 13 3 20 35 +2 -3 LH SS 19 (stance)
5LK 300 5 3 10 17 +2 -2 LH SS Sp SA 13
5MK 500 7 4 16 26 +4 -2 LH SS Sp SA 16
5HK 900 14 3 18 34 +4 0 LH SS 18 (stance)
2LP 300 4 3 7 13 +4 -2 LH SS Chn Sp SA 13
2MP 600 6 4 13 22 +4 -2 LH SS Sp SA 16
2HP 450x2 11 3(5)5 18 41 +1 -3 LH SS Sp SA (2nd) 29 (30 stance)
2LK 200 4 2 10 15 0 -2 L SS Chn Sp SA 12
2MK 500 7 3 19 28 -2 -6 L SS Sp SA 13
2HK 900 9 6 19 33 HKD +33 -7 L SS 29 (stance)
j.LP 300 4 10 3 land - +4(+9) +1(+6) H -
j.MP 300x2 7 4(6)5 3 land - +8(+13) +4(+9) H Sp SA1
j.HP 800(500) 9 6 3 land - +12(+16) +7(+11) H TC
j.LK 300 4 8 3 land - +7(+9) +4(+6) H -
j.MK 500 6 5 3 land - +7(+13) +3(+9) H -
7HK or 9HK 800 8 5 3 land - +8(+16) +3(+11) H -
8HK 800 8 7 3 land - +11(+16) +6(+11) H -
4/6MP 600 7 3 15 24 +2 -3 LH SS Sp SA 15
4HP 800 8 6 14 27 +5 -1 LH SS Sp SA 19 (20 stance)
3HP 800 21 4 14 38 +1 -2 H SS 18 (stance)
6HK 800 16 2 23 40 -1 -4 LH SS 20 (stance)
3HK 800 37 2 13 51 +7 +3 H -
j.2MK 300 3 11 3 land - - - LH TC Sp SA
j.HP~j.HP 500 6 4 3 land - - - H -
j.2MK~j.2MK 300 6 11 3 land - - - LH TC Sp SA
j.2MK~j.2MK~j.2MK 500 6 11 3 land - - - LH Sp SA
214P - 14(~) [57~] - - - - - -
214P~214P - - - 23(18) - - - - -
214P~LP 500 5 5 16[36] 25[45] -2(-22) -3(-23) LH Sp SA 15
214P~MP 750 7 11 19[32] 36[49] KD +34(+44)
[KD +21(+31)]
-14(-4)
[-27(-17)]
L -
214P~HP 400,500 23 2(6)2 19 51 +2 -3 H,H Sp SA 27
214P~LK 500 8 5 13[36] 25[48] 0(-23) -4(-27) L Sp SA 15
214P~MK 800 10 5 22[46] 36[60] -3(-27) -9(-33) L Sp SA 18
214P~HK 700 8 5 24 [36] KD +41 -9 LH Jmp 30 (jump)

input Dmg Scaling Punish Adv PerfParry Adv DR Cancel onHit DR Cancel onBlock After DR onHit After DR onBlock Hitstun Blockstun Hitstop
input Dmg Scaling Punish Adv PerfParry Adv DR Cancel onHit DR Cancel onBlock After DR onHit After DR onBlock Hitstun Blockstun Hitstop
5LP 20% Starter +9 -8 +4 -3 +9 +1 15 7 9
5MP +10 -12 +8 +3 +10 +5 20 15 11
5HP +6 -21 +6 0 25 20 13
5LK 20% Starter +6 -11 +4 0 +6 +2 15 11 9
5MK +8 -18 +14 +8 +8 +2 24 18 11
5HK 20% Starter +8 -19 +8 +4 25 21 13
2LP 20% Starter +8 -8 +4 -2 +8 +2 14 8 9
2MP +8 -15 +11 +5 +8 +2 21 15 11
2HP +5 -21 +14 +10 +5 +1 32 total 28 total 5,9
2LK 20% Starter +4 -10 +2 0 +4 +2 12 10 9
2MK 20% Starter +2 -20 +8 +4 +2 -2 20 16 9
2HK HKD +48 -23 HKD +33 -3 18 13
j.LP +8(+13) -7(-2) 13 10 9
j.MP +12(+17) -7(-2) 15,17 13,13 8,10
j.HP +16(+20) -6(-2) 20 15 12
j.LK +11(+13) -4(-2) 13 10 9
j.MK +11(+17) -8(-2) 17 13 11
7HK or 9HK +12(+20) -10(-2) 20 15 13
8HK +15(+20) -7(-2) 20 15 13
4/6MP +6 -16 +8 +3 +6 +1 20 15 11
4HP +9 -18 +15 +9 +9 +3 25 19 13
3HP +5 -16 +5 +2 19 16 13
6HK KD +72 Crumple -23 +3 0 24 21 13
3HK +11 -13 +11 +7 22 20 13
j.2MK 15% Starter -26(-35) 17 10 11
j.HP~j.HP -2 24 19 10
j.2MK~j.2MK -26 17 10 11
j.2MK~j.2MK~j.2MK -26 17 17 11
214P
214P~214P
214P~LP +2(-18) -16(-39) +6 +5 19 18 9
214P~MP KD +34(+44)
[KD +21(+31)]
-28(-18)
[-41(-31)]
16 11
214P~HP +6 -19 +13 +8 31 total 26 total 4,12
214P~LK +4(-19) -16(-39) +8 +4 18 14 9
214P~MK +1(-23) -25(-49) +11 +5 24 18 11
214P~HK KD +41 -27 20 11

input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit SuperGain Block
input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit SuperGain Block
5LP 500 [2000] 250 300 (210) 150 (75)
5MP 3000 [4000] 1500 600 (420) 300 (150)
5HP 6000 [8000] 4000 800 (560) 400 (200)
5LK 500 [2000] 250 300 (210) 150 (75)
5MK 3000 [4000] 1500 700 (490) 350 (175)
5HK 6000 [10000] 3000 1000 (700) 500 (250)
2LP 500 [2000] 250 300 (210) 150 (75)
2MP 3000 [4000] 1500 600 (420) 300 (150)
2HP 2500x2 [4000x2] 1000x2 600,400 (420,280) 300,200 (150,100)
2LK 500 [2000] 250 300 (210) 150 (75)
2MK 2000 [4000] 1000 500 (350) 250 (125)
2HK 4000 [10000] 3000 1000 (700) 500 (250)
j.LP 1500 [2000] 500 300 (210) 150 (75)
j.MP 1250 [2000x2] 500x2 (500) 250x2 (175x2) 125 (62)
j.HP 4000 [5000] 2000 1000 (700) 500 (250)
j.LK 1500 [2000] 500 300 (210) 150 (75)
j.MK 2500 [4000] 1000 500 (350) 250 (125)
7HK or 9HK 4000 [5000] 2000 1000 (700) 500 (250)
8HK 4000 [5000] 2000 1000 (700) 500 (250)
4/6MP 3000 [4000] 1500 500 (350) 250 (125)
4HP 5000 [10000] 2000 1000 (700) 500 (250)
3HP 5000 [5000] 2000 1000 (700) 500 (250)
6HK 5000 [10000] 2000 1000 (700) 500 (250)
3HK 5000 [10000] 2000 1000 (700) 500 (250)
j.2MK 1500 [4000] 1000 500 (350) 250 (125)
j.HP~j.HP 5000 [5000] 2000 1000 (700) 500 (250)
j.2MK~j.2MK 1500 [4000] 1000 500 (350) 250 (125)
j.2MK~j.2MK~j.2MK 1500 [4000] 1000 500 (350) 250 (125)
214P
214P~214P
214P~LP 1500 [2000] 500 300 (210) 150 (75)
214P~MP 3000 [4000] 2000 300 (210) 150 (75)
214P~HP 2500x2 [3000x2] 1000x2 300x2 (210x2) 150x2 (75x2)
214P~LK 1500 [2000] 500 300 (210) 150 (75)
214P~MK 3000 [4000] 2000 1000 (700) 500 (250)
214P~HK 5000 [10000] 2000 300 (210) 150 (75)

input Invuln Armor Airborne Range Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Airborne Range Juggle Start Juggle Increase Juggle Limit
5LP 1.05 1 1 0
5MP 0.803 1 1 0
5HP 1.756 (1.697) 1 1 0
5LK 1.13 1 1 0
5MK 0.73 1 1 0
5HK 1.841 1 air / '"`UNIQ--templatestyles-00000000-QINU`"'0 PC air 1 0
2LP 0.91 1 1 0
2MP 1.10 1 1 0
2HP 1.537 (1.292) 1,1 0,0 0,1
2LK 0.85 1 1 0
2MK 1.477 1 1 0
2HK 1.515 1 1 0
j.LP 0.85 1 1 0
j.MP 0.85 (0.67) 1,1 1,3 1,2
j.HP 1.04 1 10 10
j.LK 0.62 1 1 0
j.MK 1.02 1 1 0
7HK or 9HK 0.73 1 0 0
8HK 0.96 1 0 0
4/6MP 1.397 1 1 0
4HP 0.97 1 1 0
3HP 1.40 1 1 0
6HK 8-28 (FKD) 1.897 0 air / '"`UNIQ--templatestyles-00000002-QINU`"'-1 PC ground 0 1
3HK 7-39 (FKD) 1 1 0
j.2MK Until Land (FKD after bounce) 0.25 1 1 1
j.HP~j.HP 1 1 20
j.2MK~j.2MK Until Land (FKD after bounce) 1 1 2
j.2MK~j.2MK~j.2MK Until Land (FKD after bounce) 1 1 3
214P 23-71 Head Projectile
214P~214P
214P~LP 0.84 1 1 0
214P~MP 2.30 (1.753) 1 1 0
214P~HP 1.677 (1.40) 1 1,1 0,0
214P~LK 1.469 (1.443) 1 1 0
214P~MK 1.715 1 1 5
214P~HK 1.09 1 1 0

input Notes
input Notes
5LP Chains into 5LP/2LP/2LK; combos naturally to 5MP; Stance Cancel: -1/-8; special/DR cancel is delayed until after 2nd active frame
5MP Good combo/frame trap starter; Stance Cancel: +3/-1; special/DR cancel is delayed until after 3rd active frame
5HP 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/+1 into follow-up, -4/-9 into blocking
5LK Stance Cancel: 0/-3; DR cancel is delayed until after 2nd active frame
5MK Cannot hit crouching opponents; good anti-air (cannot hit cross-up); Stance Cancel: +9/+4
5HK 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
2LP Chains into 5LP/2LP/2LK; Stance Cancel: -1/-6
2MP Decent range and hitbox disjoint for a poke; Stance Cancel: +6/+1; topmost hurtbox on frames 1-9 is vulnerable only to aerial attacks, preventing its use as an anti-air
2HP 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
2LK Chains into 5LP/2LP/2LK; fully cancelable (rare for a 2LK); Stance Cancel: -3/-4
2MK Good range for a cancelable low poke; Stance Cancel: +5/+2; Range: 1.477; DR cancel is delayed until after active frames
2HK 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
j.LP Can be used as a fuzzy instant overhead vs. Dee Jay/JP/Marisa/Zangief
j.MP 2 hits, can only connect once vs. grounded opponents; both hits put airborne opponents into limited juggle state; cancels to Air Lightning Legs or Air SA1 from either hit; shifts Chun-Li's hurtbox upward during startup
j.HP Puts airborne opponents into limited juggle state (300 less damage vs. airborne); cancelable into j.HP~j.HP even on whiff
j.LK
j.MK Cross-up
7HK or 9HK Can be used as a fuzzy instant overhead vs. JP/Marisa/Zangief (opponent must be in Burnout for true blockstring); shifts Chun-Li's hurtbox upward during startup
8HK Hits on both sides, preventing the opponent from walking under for a punish; useful air-to-air; shifts Chun-Li's hurtbox upward during startup
4/6MP Great poke and neutral buffer tool with a disjointed hitbox and lenient hitconfirm window; Stance Cancel: +5/+1; DR cancel is delayed until after active frames
4HP 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
3HP 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); puts airborne opponent into limited juggle state (e.g. after Wallsplat)
6HK 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
3HK Side-switching overhead; can only hit cross-up (does not work on fully cornered opponents); puts airborne opponents into limited juggle state; 1f better hit advantage vs. most crouching characters; has extremely long range when performed out of Drive Rush
j.2MK Not an overhead, but can hit immediately on the way up to bait throw techs; cancelable into itself on hit/block (up to 3 total uses) or into other air moves; puts airborne opponents into limited juggle state; can hit cross-up (bounces away from wall if opponent is fully cornered)
j.HP~j.HP Can be performed on whiff; puts airborne opponents into limited juggle state
j.2MK~j.2MK Cancelable into itself on hit/block (up to 3 total uses) or into other air moves; puts airborne opponents into limited juggle state; can hit cross-up (bounces away from wall if opponent is fully cornered)
j.2MK~j.2MK~j.2MK Cancelable into other air moves on hit/block but cannot chain into any further Yoso Kicks; causes spike knockdown vs. airborne opponents; can hit cross-up (bounces away from wall if opponent is fully cornered)
214P 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
214P~214P Input 214P again to manually exit stance (fastest total Serenity Stream time is 37f); cannot block while exiting stance; counter-hit state for entire animation; final 14f of recovery is in a standing state; 18f version occurs automatically after 14+57f (can delay by holding crouch)
214P~LP No charge required to cancel into Kikoken or Spinning Bird Kick; [] refers to recovery when exiting Serenity Stream; slight low profile for entire move duration; special/DR cancel is delayed until after 4th active frame
214P~MP Low profile/upper body projectile invuln: 1-31f (exit stance) / 1-36f (remain crouched); extra-low profile 8-21f (can even go under Drive Impact); [] refers to recovery when exiting Serenity Stream; () refers to KD Adv. when exiting Serenity Stream on hit
214P~HP No charge required to cancel into Kikoken or Spinning Bird Kick; exits Serenity Stream upon use; only first hit is an overhead; 1-2f low profile, 1-5f crouching state; 29-42f no head hurtbox
214P~LK No charge required to cancel into Kikoken or Spinning Bird Kick; [] refers to recovery when exiting Serenity Stream
214P~MK No charge required to cancel into Kikoken or Spinning Bird Kick; [] refers to recovery when exiting Serenity Stream; puts airborne opponents into limited juggle state; special/DR cancel is delayed until after 4th active frame
214P~HK Jump cancelable on hit only; puts opponent into limited juggle state; exits Serenity Stream upon use; 1-6f crouching state

Drive and Throw


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
LPLK 1200 (2040) 5 3 23 30 KD +11 - T
4LPLK 1200 (2040) 5 3 23 30 KD +13 - T
j.LPLK 1200 (2040) 5 3 3 land - KD +10 - T
HPHK 800 26 2 35 62 KD +35 / Wall Splat KD +65 -3 / Wall Splat HKD +72 LH
6HPHK 250x2 recoverable 20 3(10)3 26(33) 61(68) KD +23 -6 LH
6HPHK 250x2 recoverable 18 3(10)3 26(33) 59(66) KD +23 -6 LH
MPMK - 1 12 or until released 33(1)(11) 45(3) - - -
MPMK~66 - 3+8 - 15(37) 26(48) - - -
MPMK or 66 - 9 - 15(37) 24(46) - - -

input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
LPLK 20% Immediate HKD +11
4LPLK 20% Immediate HKD +13
j.LPLK HKD +10
HPHK 200 20% Starter (Hit)
20% Multiplier (Block)
Crumple (Standing +21, Juggle +46, HKD +104) -35 34 25
6HPHK 65,60 recoverable KD +23 -27 36 total 4,16
6HPHK 65,60 recoverable KD +23 -27 36 total 4,16
MPMK 50% Multiplier (Perfect)
MPMK~66 15% Multiplier (Mid-Combo)
MPMK or 66 15% Multiplier (Mid-Combo)

input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit
input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit
LPLK [10000] 2000 2000(1400) [4000(2800)]
4LPLK [10000] 2000 2000(1400) [4000(2800)]
j.LPLK [10000] 2000 2000(1400) [4000(2800)]
HPHK 5000 10000 [15000] -10000 [3000(2100)]
6HPHK -20000
6HPHK -20000
MPMK -5000,250~
MPMK~66 -10000
MPMK or 66 -30000

input Invuln Armor Range Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Range Juggle Start Juggle Increase Juggle Limit
LPLK 0.80
4LPLK 0.80
j.LPLK 0.79
HPHK 1-27 2.506 0 1 0
6HPHK 1-22 Full Break (1st hit) 2.066 (1.69) 1,200 100 1
6HPHK 1-20 Full Break (1st hit) 2.066 (1.69) 1,200 100 1
MPMK 6 Full (after Perfect Parry)
MPMK~66
MPMK or 66

input Notes
input Notes
LPLK Has large pushback during throw animation, preventing corner throw loops (with frame-perfect timing, can throw loop vs. Blanka, E. Honda, and Zangief)
4LPLK Side switches; in the corner, does not allow true strike/throw oki without Drive Rush
j.LPLK Throw height doesn't affect KD advantage, but higher connect will throw opponent farther; no throw oki but can use a ranged meaty strike against cornered opponent
HPHK See Drive Impact. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height.
6HPHK 2 hits; performed by inputting 6HPHK during blockstun; 7f extra recovery on hit; freezes the screen for 4f during startup; if 1st hit is Perfect Parried, opponent can interrupt with a move 11f or faster; see Drive Reversal.
6HPHK 2 hits; performed by inputting 6HPHK on wakeup; 7f extra recovery on hit; does not have any screen freeze; if 1st hit is Perfect Parried, opponent can interrupt with a move 11f or faster; see Drive Reversal.
MPMK 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. After a Perfect Parry, all Super Gauge gain is reduced by 20% and Drive Gauge gain/damage is reduced by 50% for the entire punish combo.
MPMK~66 See Drive Rush; 1-bar version performed out of a Parry; startup refers to minimum time before an attack can cancel the Drive Rush animation (if performed immediately after a successful Parry, only 1+8 startup); the first 15 recovery frames are cancelable into any attack; the final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry); only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties; Distance: 1.044 (min/throw), 2.222 (min/block), 3.163 (max/final DR frame)
MPMK or 66 See Drive Rush; 3-bar version performed on hit/block from a cancelable normal; can also be performed on whiff from cancelable light normals; startup refers to minimum time before an attack can cancel the Drive Rush animation; the first 15 recovery frames are cancelable into any attack; the final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry); only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties

Specials


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard Cancel Hitconfirm
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard Cancel Hitconfirm
9 (against wall) - - - - - - - - -
[4]6LP 600 15 [90] 32 47 -3 -7 LH SA3 4
[4]6MP 600 12 [55] 33 45 -3 -7 LH SA3 4
[4]6HP 600 11 [25] 32 43 -2 -6 LH SA3 4
[4]6PP 400x2 11 - 28 39 +5 0 LH SA2 SA3 11
236LK 250x2,300 (800) 8 2(5)2(5)2 20 43 +3 -8 LH SA3 (2nd) 16
236MK 225x4 (900) 14 2(4)2(4)2(5)2 22 56 +3 -8 LH SA3 (3rd) 24
236HK 200x5 (1000) 23 2(3)2(2)
2(4)2(6)2
15 62 KD +50 -3 LH SA3 (4th) 30
236KK 160x5 (800) 8 2(4)2(4)
2(4)2(4)2
21 54 +3 -3 LH SA2 SA3 (5th) 41 SA / 43 follow-up
236KK~KK 100x4,300 (700) 11 2(5)2(4)
2(5)2(13)3
25 73 KD +29 -13 LH -
j.236LK 300x3 (900) 8 2(4)2(4)2 15(18) land - -4(+1) -7(-2) LH -
j.236MK 250x4 (1000) 10 2(4)2(4)2(5)2 15(18) land - -4(+1) -8(-3) LH -
j.236HK 220x5 (1100) 12 2(4)2(3)
2(4)2(3)2
15(18) land - -5(-2) -9(-6) LH -
j.236KK 250x5,350 (1600) 6 2(4)2(2)2(3)
2(2)2(3)2
5 land - KD +38~39 -32(-16) LH -
[2]8LK 333x2,334 (1000) 9 2(6)2(6)2 6+24 land 56 KD +33 -18 LH -
[2]8MK 200x4,400 (1200) 16 2(6)2(6)
2(7)2(4)2
8+21 land 77 KD +34 -17 LH -
[2]8HK 180x6,320 (1400) 20 2(4)2(8)2(6)
2(5)2(5)2(3)2
8+22 land 94 KD +33 -18 LH -
[2]8KK 100x6,200 (800) 16 2(4)2(4)2(5)
2(4)2(5)2(4)2
8+15 land 78 KD +55(+41) -12 LH -
214LK 1000 23 2 21 45 0 -9 H SA3 16
214MK 1000 27 3 16 45 +2 -3 H SA3 17
214HK 1200 32 3 16(18) 50(52) +6 -1 H SA3 17
214KK 1200 26 3 16 44 KD +52 OTG -5 H SA2 SA3 20
22LK 450x2 (900) 5 2(10)2 27+12 land 57 KD +29 -37 LH -
22MK 450,550 (1000) 7 2(10)2 31+12 land 63 KD +25 -41 LH -
22HK 200x3,600 (1200) 9 2(8)2(8)2(11)2 26+12 land 81 KD +37 -57 LH -
22KK 180x5,500 (1400) 6 3(5)3 16+25 land 57 KD +30 -40 LH -

input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
9 (against wall)
[4]6LP 150 +1 -22 26 8
[4]6MP 150 +1 -23 27 8
[4]6HP 150 +2 -22 27 8
[4]6PP 100x2 20% Starter +9 -7 29 total 8,8
236LK 62x2,76 (200) +7 -20 28 total 3,3,6
236MK 56x3,57 (225) +7 -22 35 total 3x3,6
236HK 50x5 (250) KD +50 -15 37 total 3x4,10
236KK 40x5 (200) +7 -20 44 total 2x4,6
236KK~KK 25x4,75 (175) KD +29 50 2x4,10
j.236LK 75,84 (159) 20% Starter 0(+5) -24(-16) 17 each 3,3,4
j.236MK 62,64 (126) 20% Starter 0(+5) -25(-17) 18 each 3x3,4
j.236HK 55x2 (110) 20% Starter -1(+2) -29(-24) 20 each 3x4,4
j.236KK 54x3,54 (217) KD +38~39 -46(-30) 21(7) 1x5,10
[2]8LK 84x2,83 (251) KD +33 -30 30 total 2,2,4
[2]8MK 50x4,100 (300) KD +34 -28 45 total 2x4,4
[2]8HK 45x6,80 (350) KD +33 -35 57 total 2x6,4
[2]8KK 25x6,50 (200) KD +55(+41) -28(-23) 51 total 2x6,8
214LK 250 20% Starter +4 -21 14 13
214MK 250 30% Starter +6 -17 16 13
214HK 250 20% Starter +10 -19 18 13
214KK 250 20% Starter; Combo (2 hits) KD +52 OTG -17 14 16
22LK 113 KD +29 -51 16 3,8
22MK 113 KD +25 -55 16 3,8
22HK 50 KD +37 -71 16 3x3,10
22KK 45 KD +30 -50 12 10 / 4x2,3x3,15

input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit SuperGain Block
input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit SuperGain Block
9 (against wall)
[4]6LP 2500 [3000] 1000 600 (420) 300 (150)
[4]6MP 2500 [3000] 1000 600 (420) 300 (150)
[4]6HP 2500 [3000] 1000 600 (420) 300 (150)
[4]6PP 1250x2 [2500x2] -20000 200,250 (140,175) 100,125 (50,62)
236LK 1000x3 [5000] 666x2,668 250x2,300 (175x2,210) 125x2,150 (62x6,75)
236MK 1000x4 [5000] 500x4 200x4 (140x4) 100x4 (50x4)
236HK 800x5 [5000] 400x5 160x5 (112x5) 80x5 (40x5)
236KK 800x5 [5000] -20000 160x5 (112x5) 80x5 (40x5)
236KK~KK 1000x5 100x5 (70x5) 50x5 (25x5)
j.236LK 1000x2 [5000] 666x2,668 (666,668) 250x2,300 (175x2,210) 125,150 (62,75)
j.236MK 1000x2 [5000] 500x4 (500x2) 200x4 () (140x4) 100x2 (50x2)
j.236HK 1000x2 [5000] 400x5 (400x2) 160x5 (112x5) 80x2 (40x2)
j.236KK 666x3,670 [5000] -20000 100x5,300 (70x5,210) 50x3,150 (25x3,75)
[2]8LK 1000x3 [5000] 666x2,668 400x3 (280x3) 200x3 (100x3)
[2]8MK 800x5 [5000] 400x5 240x5 (168x5) 120x5 (60x5)
[2]8HK 600x7 [5000] 285x6,290 150x6,300 (105x6,210) 75x6,150 (37x6,75)
[2]8KK 600x7 [5000] -20000 150x6,300 (105x6,210) 75x6,150 (37x6,75)
214LK 4000 [4000] 2000 1200 (840) 600 (300)
214MK 4000 [5000] 2000 1200 (840) 600 (300)
214HK 4000 [7000] 2000 1200 (840) 600 (300)
214KK 4000 [5000] -20000 1200 (840) 600 (300)
22LK 3000 [5000] 1000x2 (1000) 500x2 (350x2) 250 (125)
22MK 3000 [5000] 1000x2 (1000) 500x2 (350x2) 250 (125)
22HK 3000 [5000] 500x4 (500) 250x4 (175x4) 125 (62)
22KK 3000 -20000 200x6 (140x6) 100 (50)

input Invuln Armor Airborne Range Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Airborne Range Juggle Start Juggle Increase Juggle Limit
9 (against wall) Until Land (FKD)
[4]6LP 1 1 0
[4]6MP 1 1 0
[4]6HP 1 1 0
[4]6PP 1,1 1,2 0,6
236LK 1.335 0,0,1 air 0,0,1 1x3
236MK 1.690 0x3,1 air 0x3,1 1x4
236HK 1.88 1 0x4,1 1x5
236KK 1.635 0x4,1 air 0x4,1 1x5
236KK~KK 1 0x4,10 2x5
j.236LK Until Land (FKD) 0 air 1x3 10,10,11
j.236MK Until Land (FKD) 0 air 1x4 10x3,11
j.236HK Until Land (FKD) 0 air 1x5 10x4,11
j.236KK Until Land (FKD) 1 ground / 0x5,1 air 1x6 10x5,11
[2]8LK 8-32 (FKD) 2.166 (1.54) 0x3 0,0,1 1x3
[2]8MK 15-56 (FKD) 3.275 (1.715) 0x5 0x4,1 1x5
[2]8HK 18-72 (FKD) 4.725 (1.845) 0x7 0x6,1 1x7
[2]8KK 14-63 (FKD) 4.51 (1.59) 1 ground / 0x6,1 air 0x6,1 5x7
214LK 7-18 Lower Body Projectile 5-20 (FKD) 2.709 1 air 1 1
214MK 7-21 Lower Body Projectile 6-24 (FKD) 3.084 1 air 1 1
214HK 7-26 Lower Body Projectile 6-29 (FKD) 3.549 1 air 1 1
214KK 7-21 Lower Body Projectile, 22-28 Projectile 6-23 (FKD) 3.090 0 ground / 1 air 1 1
22LK 1-10 Air 8-45 (FKD) 0.898 (1st) 1,10 1,10 1,1
22MK 1-10 Air 8-51 (FKD) 1.038 (1st) 1,10 1,10 1,2
22HK 1-10 Air 8-69 (FKD) 1.128 (1st) 1x3,10 0x3,10 2x3,4
22KK 1-7 Full 8-32 (FKD) 1.025 (1st) 0x5,10 0x5,10 10x6

input Notes
input Notes
9 (against wall) Counter-hit state during entire duration; can be done from Back or Neutral jump if fully against the wall, or after Forward Jump against a cornered opponent
[4]6LP 50f charge (no charge required if canceled from Stance normals); travels ~90% screen; Super cancel timing is very strict
[4]6MP 50f charge (no charge required if canceled from Stance normals); travels ~80% screen; Super cancel timing is very strict
[4]6HP 50f charge (no charge required if canceled from Stance normals); travels ~60% screen; Super cancel timing is very strict
[4]6PP 45f charge (no charge required if canceled from Stance normals); 2-hit projectile; counter-hit/Punish Counter bonus advantage applies after both hits; 2nd hit with higher juggle limit only comes out if 1st hit connects
236LK 3 hits; counter-hit/Punish Counter bonus advantage carries over through all hits; cannot hit cross-up
236MK 4 hits; counter-hit/Punish Counter bonus advantage carries over through all hits; cannot hit cross-up
236HK 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 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 10 hits total; does not cost additional Drive meter; cannot hit cross-up
j.236LK 3 hits; Forward/Neutral Jump only; 3f extra landing recovery on whiff; cannot hit crouching; final 5f landing recovery is in crouching state
j.236MK 4 hits; Forward/Neutral Jump only; 3f extra landing recovery on whiff; cannot hit crouching; final 5f landing recovery is in crouching state
j.236HK 5 hits; Forward/Neutral Jump only; 3f extra landing recovery on whiff; 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 6 hits; Forward/Neutral Jump only; cannot hit crouching; no minimum height requirement; slightly better KD Adv. when used in air juggles; entire landing recovery is in crouching state
[2]8LK 30f charge (no charge required if canceled from Stance normals); combos from light normals; cannot hit cross-up
[2]8MK 30f charge (no charge required if canceled from Stance normals); combos from medium normals; cannot hit cross-up
[2]8HK 30f charge (no charge required if canceled from Stance normals); combos from 2HP, 4HP, 2MP, 5MK, Stance HP, and Stance MK; cannot hit cross-up
[2]8KK 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
214LK Crouching state during recovery; cannot hit cross-up
214MK Crouching state during recovery; cannot hit cross-up
214HK 2f extra recovery on whiff; crouching state during recovery; cannot hit cross-up
214KK Bounces for an OTG juggle state on hit; crouching state during recovery; cannot hit cross-up
22LK Cannot hit cross-up; the final landing recovery frame is in a crouching state
22MK Cannot hit cross-up; the final landing recovery frame is in a crouching state
22HK Cannot hit cross-up; the final landing recovery frame is in a crouching state
22KK Active/Recovery frames listed are for whiff/block (follow-up attack only occurs after 2nd hit connects); cannot hit cross-up; the final landing recovery frame is in a crouching state

Supers


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
236236P 300x4,500 (1700) 7 70 46 122 KD +22 -22 LH
j.236236P 300x4,800 (2000) 7 50 16 land 103 KD +14 -20 LH
236236K 2000(1000) 11 [2(1)x3],2(2),
[2(1)x3],2(11),
[2(2)x6],2(23)3
48 144 KD +29 -35 LH
214214K 4000 (500x2) 8 2(24)1(7)1 40 82 HKD +6 -24 LH
214214K 4500 (500x2) 8 2(24)1(7)1 40 82 HKD +18 -24 LH

input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
236236P 100x5 (500) 30% Minimum KD +22 -35 66 total 9x4.10
j.236236P 100x5 (500) 30% Minimum KD +14 -37~ 72 total 9x5
236236K 30x7,150,30x6,160,50 (750) 40% Minimum; 40% Starter; Combo (3 hits) KD +29 -49 76(7)20 3x7,6,3x6,6,15
214214K 500,250x2 (1000) 50% Minimum; 10% Immediate (Sp) HKD +6 -39 51(25) 6,3,8
214214K 750,250x2 (1250) 50% Minimum; 10% Immediate (Sp) HKD +18 -39 51(25) 6,3,8

input DriveDmg Block DriveDmg Hit[PC] SuperGain Hit SuperGain Block
input DriveDmg Block DriveDmg Hit[PC] SuperGain Hit SuperGain Block
236236P 500x5 1000x5 -10000 -10000
j.236236P 500x5 1000x5 -10000 -10000
236236K 312x15,320 (5000) 625x16 (10000) -20000 -20000
214214K 6500,500x2 (7500) 15000 -30000 -30000
214214K 9000,500x2 (10000) 20000 -30000 -30000

input Invuln Armor Airborne Range Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Airborne Range Juggle Start Juggle Increase Juggle Limit
236236P 1-7 Strike/Throw Break 1 1x4,99 99x5
j.236236P Break Until Land (FKD) 1 1x4,99 99x5
236236K 1-12 Full Break 2.588 0 / 1 air 0 99
214214K 1-9 Full Break 1.939 (1,1) (1,1) 99,0,0
214214K 1-9 Full Break 1.939 (1,1) (1,1) 99,0,0

input Notes
input Notes
236236P 5-hit Super projectile; can hit cross-up (behind Chun-Li)
j.236236P 5-hit Super projectile; can hit cross-up (behind Chun-Li); higher activation height causes longer recovery before reaching the ground
236236K 12f blockstring gap before final hit (8f in Burnout); 1000 damage if only the last hit connects; last hit is forward jump cancelable and puts opponent into free juggle state on grounded hit (limited juggle state if juggled into); applies 30% scaling to Super Art gain until end of combo; Full active frame distribution: 2(1)2(1)2(1)2(2)2(1)2(1)2(1)2(11)2(2)2(2)2(2)2(2)2(2)2(2)2(23)3
214214K Hits 3 times on block (true blockstring); no cinematic if 1st hit whiffs (1000 dmg total); cinematic time regenerates ~1.8 Drive bars for Chun-Li
214214K 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



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