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) |
< Street Fighter 6 | Chun-Li
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|
![]() |
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 | 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 |