Story
Date of Birth: 3/1/1968
Height: 5'8"
Weight: Secret!
Measurements: B34", W 22", H 35"
Blood Type: A
Likes: Crepes, fruits, candy
Dislikes: Crime, shady people, indecisiveness.
At the age of 5, Chun-Li saw her first Beijing opera, planting images of actors moving elegantly across the stage in her mind. Upon witnessing her father one day practicing his martial arts, those very same images came back to her, and she begged her father to teach her. Chun-Li's father would teach her a variety of Chinese martial arts, teaching her a style revolving around kicks with his renowned legs. These teachings would go on until his sudden disappearance.
Chun-Li would become a narcotics investigator at the age of 18 to both find her father and follow his footsteps. Despite hopes of reuniting with him, Chun-Li would learn of the worst possible outcome: Her father was dead, and the leader of the crime ring Shadaloo was responsible. After more investigation on her part, she would ultimately receive a direct invitation to the World Warrior tournament, hosted by Shadaloo, the ones responsible for her father's demise. Seeking revenge, Chun-Li gets ready to fight her way through the tournament...
Overview
Chun is ranked high tier. There are certain characters that she beats, certain characters she has even matches with, and certain characters who beat her. Some of her "even" matches are not even in the traditional sense. For example, against Fei she does really well as long as she's not in the corner. However, if Chun gets put in the corner and Fei starts doing st.Fierce xx Chicken Wing (his 3-hit spin kick), it is a nightmare for Chun, and she has no easy way out.
The same is true against Claw. Chun does well if she can keep the game on the ground, but if Claw can get his wall dive shenanigans going, Chun has no escape, and she must guess correctly which way to block, and that can be very difficult.
--NKI
Strengths | Weaknesses |
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New & Old Versions Comparison
To select O.Chun Li, choose Chun Li and then press ↓ ↓ ↓ ↑ Jab/Fierce, pressing Short simultaneously with the punch button for the alternate color.
Here is the list of differences:
- System Changes: O.Chun Li cannot tech throws, or use a Super Combo;
- Old Chun does not have access to Tenshokyaku;
- O.Chun Li has some differences in some of her normals:
- Close Standing Jab has a 1 frame slower startup;
- Crouching Jab has a 1 frame slower startup;
- Far Standing Strong hits high and so whiffs on crouching characters;
- Far Standing Fierce has special cancel properties;
- Close Standing Short has a 3 frames slower startup and can't be special canceled;
- Far Standing Short hits high and so whiffs on crouching characters;
- Crouching Short has a 2 frame slower startup and can't be special canceled;
- Close Standing Forward has a 3 frame slower startup and can't be special canceled;
- Far Standing Forward have better priority;
- Diagonal Jumping Fierce has a much fatter hitbox, though the priority doesn't change much;
- Diagonal Jumping Short has much better priority but do a little less damage;
- Neutral Jumping Forward has much better priority plus 6 more active frames;
- Diagonal Jumping Forward has much better priority but cannot be used as a cross up attack;
- Neutral Jumping Roundhouse has much better priority;
- Diagonal Jumping Roundhouse hits lower;
- O.Chun Li's Head Stomp can be performed with any downward direction;
- O.Chun Li's flip kick and neck breaker command normals have proximity requirements;
- O.Chun Li's neckbreaker and flip kick are performed with forward/back/any upwards direction instead of df;
- O.Chun Li's flip kick combo for two hits, the start-up is faster by 2 frames and can be special cancelled;
- O.Chun Li can kara-cancel Kikoukens from Roundhouse easily (for the shorter recovery), where N.Chun Li has trouble with this due to the different command for the Spinning Bird Kick;
- O.Chun's Spinning Bird Kick becomes active and knocks down before the spinning part during her handspring, and demands a "down" charge instead of a "back/away" one.
Basically, O.Chun Li has better aerial tools but worse ground ones, mainly for her standing strong whiffing on crouched characters and the lack of Super. Choose whichever version you think it's best suited for your style.
Color Options
Jab | Strong | Fierce | Start | Old |
Short | Forward | Roundhouse | Hold | Old Alternative |
--Born2SPD
Video Overview
Chun-Li | |
---|---|
Character Data | |
Damage Scaling Factor | 27/32 |
Forward Walk Speed | 64 |
Backwards Walk Speed | 48 |
Pre-Jump Frames | 3 |
Forwards Jump Duration | 44+ |
Backwards Jump Duration | 46 |
Landing Frames | 7* |
Jump Height Apex | 114 |
Forwards Jump Distance | 166 |
Backwards Jump Distance | 177 |
Soft Knockdown Recovery | 35 |
Hard Knockdown Recovery | 69 |
Normal Moves
Disclaimer: To better understand the diagrams, read this.
Standing Normals
cllp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
18[0] | 0~5 | 40 | Chain, Special, Super | Mid | 0~21 |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
4 | 4 | 4 | 12 | +5 | 2/1 |
A quick rapid-fire jab.
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Click to toggle detailed hitbox data.
frlp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
4[0] | 0~5 | 40 | Chain, Special, Super | Mid | 22+ |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
3 | 2 | 8 | 13 | +3 | 2/1 |
A rapid-fire slap.
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Click to toggle detailed hitbox data.
clmp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
22[1] | 5~11 | 60 | Special, Super | Mid | 0~36 |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
5 | 4 | 4 | 13 | +10 | 4/3 |
A punch with huge frame advantage.
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Click to toggle detailed hitbox data.
frmp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
22[0] | 5~11 | 60 | Special, Super | Mid | 37+ |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
5 | 4 | 4 | 13 | +10 | 4/3 |
A poke with the same excellent frame advantage as the close version.
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Click to toggle detailed hitbox data.
clhp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
24[1] | 10~16 | 80 | Special, Super | Mid | 0~41 |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
4 | 20 | 11 | 35 | -9 | 5/4 |
A double open palmed strike.
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Click to toggle detailed hitbox data.
frhp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
24[0] | 10~16 | 80 | Super | Mid | 42+ |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
6 | 6 | 18 | 30 | -2 | 5/4 |
A powered-up high punch.
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Click to toggle detailed hitbox data.
cllk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
20[1] | 0~5 | 40 | Special, Super | Mid | 0~36 |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
4 | 5 | 5 | 14 | +3 | 2/1 |
A knee strike.
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Click to toggle detailed hitbox data.
frlk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
20[0] | 0~5 | 40 | None | Mid | 37+ |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
7 | 5 | 5 | 17 | +3 | 2/1 |
A straightforward kick.
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Click to toggle detailed hitbox data.
clmk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
24[1] | 5~11 | 60 | 1st part: Special, Super 2nd part: None |
Mid | 0~41 |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
4 | 9 (3 / 6) | 8 | 21 | +1 / +4 | 4/3 |
A full split kick.
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Click to toggle detailed hitbox data.
frmk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
24[0] | 5~11 | 60 | None | Mid | 42+ |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
7 | 5 | 8 | 20 | +5 | 4/3 |
A kick straight to the face.
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Click to toggle detailed hitbox data.
clhk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
28[1] | 10~16 | 80 | None | Mid | 0~56 |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
10 | 6 | 21 | 37 | -5 | 5/4 |
Chun's panty-slippin high sidekick.
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Click to toggle detailed hitbox data.
frhk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
28[0] | 10~16 | 80 | None | Mid | 57+ |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
11 | 8 | 14 | 33 | 0 | 5/4 |
A heavy kick to the face.
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Click to toggle detailed hitbox data.
Crouching Normals
crlp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
4[0] | 0~5 | 40 | Special, Super | Mid | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
4 | 4 | 5 | 13 | +4 | 2/1 |
A short punch.
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Click to toggle detailed hitbox data.
crmp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
18[1] | 5~11 | 60 | Special, Super | Mid | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
5 | 4 | 5 | 14 | +9 | 4/3 |
Far Standing Strong but crouching.
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Click to toggle detailed hitbox data.
crhp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
22[2] | 10~16 | 80 | None | Mid | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
7 | 6 | 19 | 32 | -3 | 5/4 |
Crouching Strong but bigger.
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Click to toggle detailed hitbox data.
crlk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
14[0] | 0~5 | 40 | Special, Super | Low | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
5 | 4 | 5 | 14 | +4 | 2/1 |
A low split kick.
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Click to toggle detailed hitbox data.
crmk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
18[1] | 5~11 | 60 | Special, Super | Low | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
5 | 5 | 4 | 14 | +9 | 4/3 |
Easily one of the best pokes in the game. One of the main reasons it's very annoying playing against a competent Chun.
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Click to toggle detailed hitbox data.
crhk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
22[2] | 5~11 | 130 | None | Low | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
7 | 6 | 19 | 32 | Hit: Soft KD Block: -3 |
5/4 |
Chun's sweep.
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Click to toggle detailed hitbox data.
Jumping Normals
njlp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
18[2] | 1~7(-2) | 40 | None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
8 | ∞ | N/A | 8+∞ | Dependent | 2/1 |
A jumping chop.
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Click to toggle detailed hitbox data.
djlp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
16[2] | 1~7(-2) | 40 | None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
6 | 40 | ∞ | 6+∞ | Dependent | 2/1 |
Like the neutral jump version except it's a punch with worse priority.
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Click to toggle detailed hitbox data.
njmp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
22[2] | 5~11 | 50(+10) | None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
8 | 16 | ∞ | 24+∞ | Dependent | 4/3 |
Another chop.
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Click to toggle detailed hitbox data.
djmp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
20[2] | 5~11 | 50(+10) | None | High | - |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
6 | 8 | ∞ | 14+∞ | Dependent | 4/3 |
Another punch.
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Click to toggle detailed hitbox data.
njhp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
26[2] | 11~17(-1) | 60(+20) | None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
8 | 8 | ∞ | 16+∞ | Dependent | 5/4 |
Yet another chop.
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Click to toggle detailed hitbox data.
djhp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
24[2] | 11~17(-1) | 60(+20) | None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
6 | 8 | ∞ | 14+∞ | Dependent | 5/4 |
Yet another punch.
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Click to toggle detailed hitbox data.
njlk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
18[2] | 1~7(-2) | 40 | None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
6 | ∞ | N/A | 6+∞ | Dependent | 2/1 |
A jumping split kick. Don't think too hard about how the hitbox works.
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Click to toggle detailed hitbox data.
djlk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
20[2] | 1~7(-2) | 40 | None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
6 | 40 | ∞ | 6+∞ | Dependent | 2/1 |
A confident jumping kick.
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Click to toggle detailed hitbox data.
njmk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
22[2] | 5~11 | 50(+10) | None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
6 | 10 | ∞ | 16+∞ | Dependent | 4/3 |
Another split kick. Don't think too hard about how the hurtbox works.
|
Click to toggle detailed hitbox data.
djmk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
20[2] | 5~11 | 50(+10) | None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
6 | 16 | ∞ | 22+∞ | Dependent | 4/3 |
A stronger version of Diagonal Jumping Short.
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Click to toggle detailed hitbox data.
njhk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
26[2] | 10~16 | 80 | 1st part: Special 2nd and 3rd parts: None |
Mid | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
3 | 13 (5/4/4) | ∞ | 16+∞ | Hit: Hard KD Block: Dependent |
5/4 |
Essentially a jumping version of Chun's towards+Forward kick command normal.
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Click to toggle detailed hitbox data.
djhk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
24[2] | 11~17(-1) | 60(+20) | None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
6 | 16 | ∞ | 22+∞ | Dependent | 5/4 |
Chun does 2 split kicks in a row. They don't combo.
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Click to toggle detailed hitbox data.
Command Normals
Sankaku Tobi (Wall Jump)
- The jumping animation is 6 frames long.
- Useful for getting out of the corner or avoiding attacks.
- The jump can be performed during an air normal. You can also do an air attack after wall jumping. You can bounce off someone with her Head Stomp normal, then walljump afterwards. You can even air throw, walljump, then attack or air throw again.
- If you're quick enough, you can cancel the jump itself into a Spinning Bird Kick, retaining the directional momentum of your original jump arc.
Click to toggle detailed hitbox data.
Rear Spin Kick
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
22[0] | 0~5 | 40 | None | Mid | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
7 | 9 (5/4) | 43 | 59 | Hit: Hard KD Block: -39 / -34 |
2/1 |
Chun-Li does a jump off the opponent (or thin air) into a flip.
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Click to toggle detailed hitbox data.
Kyakukyakuraku
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
20[0] | 10~16 | 80 | None | Mid/Low | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
37 | 14 | 0 | 51 | Hit: Hard KD Block: Dependent |
5/4 |
Chun-Li flips over her opponent and lands on top with a knee strike.
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Click to toggle detailed hitbox data.
Yosokyakus
Click to toggle detailed hitbox data.
Throws
Chun-Li can throw with and . She also has an air throw, performed with the same buttons.
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
34 | 7~13 | 100 | - | Grab | 58 (from axis) 33 (from throwable box) Minimum height: 48/48 |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
0 | 1 | Dependent | 2 | N/A | - |
Same sprite and basic function as Chun's grounded throw.
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Click to toggle throwbox data.
--Raisin (March 12, 2007), some info courtesy T.Akiba
Special Moves
Kikoken
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range | |
---|---|---|---|---|---|---|
17[1] | 5~11 | 90 | None | Mid | N/A | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
5 | 75 | 42* | 47 | Dependent | 5 | |
| ||||||
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range | |
18[1] | 7~13 | 90 | None | Mid | N/A | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
5 | 45 | 40* | 45 | Dependent | 5 | |
| ||||||
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range | |
20[1] | 7~13 | 90 | None | Mid | N/A | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
5 | 31 | 38* | 43 | Dependent | 5 | |
Chun-Li puts her back into a fireball.
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Click to toggle detailed hitbox data.
Startup:
Frame Count | 1 | 1 | 1 | 1 | 1 |
Simplified | 5 |
Active:
- Jab Version:
Frame Count | 1 | 1 | 1 | 1 | 1 | 1... |
Simplified | 42 |
- Strong Version:
Frame Count | 1 | 1 | 1 | 1 | 1 | 1... |
Simplified | 40 |
- Fierce Version:
Frame Count | 1 | 1 | 1 | 1 | 1 | 1... |
Simplified | 38 |
Total Distance Traveled:
Jab: 222 pixels after 75 frames | Strong: 176 pixels after 45 frames | Fierce: 150 pixels after 31 frames |
Hyakuretsukyaku
Click to toggle detailed hitbox data.
Startup:
Frame Count (Short) | 1 | 3 |
Simplified (Short) | 4 | |
Frame Count (Forward) | 3 | 4 |
Simplified (Forward) | 7 | |
Frame Count (Rh) | 4 | 6 |
Simplified (Rh) | 10 |
Active:
Frame Count (Short) | 4 | 4 | 4 | 4 |
Frame Count (Forward) | 2 | 2 | 2 | 2 |
Frame Count (Rh) | 1 | 1 | 1 | 1 |
Frame Count (Short) | 4 | 4 | 4 | 4 |
Frame Count (Forward) | 2 | 2 | 2 | 2 |
Frame Count (Rh) | 1 | 1 | 1 | 1 |
NOTE: The diagram shown refers to one complete cycle of the Lightning Legs animation. The minimal durations for each are as follows:
- The LK version will make a full cycle once, then will stop at frame 3 of the third cell. (35 frames in total)
- The MK version will make a full cycle once, then will stop at frame 1 of the 7th cell. (29 frames in total)
- The HK version will make 2 full cycles, then stop at the 6th cell. (22 frames in total)
Recovery:
Frame Count (Short) | 2 | 2 |
Simplified (Short) | 4 | |
Frame Count (Forward) | 4 | 4 |
Simplified (Forward) | 8 | |
Frame Count (Rh) | 6 | 6 |
Simplified (Rh) | 12 |
Tenshokyaku
Click to toggle detailed hitbox data.
- Short Version:
Frame Count | 6 | 4 | 1 | 1 | 2 | 4 | 2 | 2 | 2 | 2 |
Simplified | 6 | 4 | 4 | 4 | 8 |
Frame Count | 4 | 3 | 3 | 3 | 24 | 4 |
Simplified | 4 | 37 |
- Forward Version:
Frame Count | 4 | 4 | 1 | 1 | 2 | 4 | 2 | 2 | 2 | 2 |
Simplified | 4 | 4 | 4 | 4 | 8 |
Frame Count | 4 | 2 | 2 | 2 | 2 | 4 |
Simplified | 4 | 8 | 4 |
Frame Count | 2 | 2 | 3 | 21 | 6 |
Simplified | 34 |
- Roundhouse Version:
Frame Count | 2 | 2 | 2 | 2 | 4 | 2 | 2 | 2 | 2 | 4 |
Simplified | 2 | 2 | 4 | 4 | 8 | 4 |
Frame Count | 2 | 2 | 2 | 2 | 4 | 2 | 2 | 2 | 2 |
Simplified | 8 | 4 | 8 |
Frame Count | 4 | 3 | 3 | 3 | 7 | 7 |
Simplified | 4 | 23 |
Spinning Bird Kick
Click to toggle detailed hitbox data.
Startup:
Frame Count | 1 | 4 | 3 | 2 | 3 | 4 | 4 | 2 |
Simplified | 23 |
Active/Recovery:
- Short Version:
Frame Count | 4 | 3 | 2 | 2 | 1 | 1 | 1 | 1 |
Simplified | 15 |
Frame Count | 2 | 1 | 2 | 2 | 3 | 4 | 4 | 2 |
Simplified | 20 |
Frame Count | 2 | 3 | 2 | 2 | 3 | 3 | 6 |
Simplified | 21 |
- Forward Version:
Frame Count | 4 | 4 | 3 | 3 | 2 | 2 | 1 | 1 |
Simplified | 4 | 16 |
Frame Count | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
Simplified | 1 | 7 |
Frame Count | 2 | 1 | 1 | 2 | 2 | 3 | 3 | 4 |
Simplified | 2 | 16 |
Frame Count | 2 |
Frame Count | 2 | 3 | 2 | 2 | 3 | 3 | 6 |
Simplified | 21 |
- Roundhouse Version:
Frame Count | 5 | 4 | 4 | 3 | 3 | 2 | 2 | 2 |
2 | 25 |
Frame Count | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
Simplified | 8 |
Frame Count | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
Simplified | 8 |
Frame Count | 1 | 1 | 1 | 1 | 1 | 2 | 1 | 1 |
Simplified | 9 |
Frame Count | 2 | 2 | 3 | 3 | 3 | 3 |
Simplified | 16 |
Frame Count | 2 | 3 | 2 | 2 | 3 | 3 | 4 | 6 |
Simplified | 25 |
Aerial Spinning Bird Kick
Click to toggle detailed hitbox data.
Startup:
Frame Count | 2 | 4 | 3 | 2 | 4 |
Simplified | 15 |
Active/Recovery:
Frame Count (Short) | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 2 |
Simplified (Short) | 3 | 20 | ||||||
Frame Count (Forward) | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 2 |
Simplified (Forward) | 3 | 20 | ||||||
Frame Count (Rh) | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 |
Simplified (Rh) | 2 | 14 |
Frame Count | 3 | 2 | 3 | 3 | ∞ |
Simplified | ∞ |
- Landing, partial: (When Chun lands before the last hitting frame)
Frame Count | 3 | 3 | 2 | 2 | 3 | 3 | 4 | 5 |
Simplified | 25 |
- Landing, complete: (When Chun lands after the last hitting frame)
Frame Count | 2 | 5 | 3 |
Simplified | 10 |
Super Combo
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
16[0] x 6 | 0~4 x 6 | 20 x 6 | None | Mid | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
10 | 4(9)6(6)1(1)1(1)1(1)1 | 14 | 56 | Hit: Hard KD Block: +9 |
- |
Chun-Li goes full power with a non-stop barrage of kicks. Often considered one of if not the best Super Combo in the game.
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Click to toggle detailed hitbox data.
Misc Animations
Jump Animations
- Neutral Jump:
Frame Count | 2 | 1 | 12 | 5 | 4 | 8 | 4 | 5 | 7 | 1 | 7* |
Simplified | 2 | 1 | 45 | 1 | 7* |
- Back Jump:
Frame Count | 2 | 1 | 10 | 6 | 5 | 4 | 3 | 4 | 5 | 6 | 3 | 1 | 7* |
Simplified | 2 | 1 | 46 | 1 | 7* |
- Forward Jump:
Frame Count | 2 | 1 | 10 | 6 | 5 | 4 | 3 | 4 | 5 | 6 | 1+ | 1 | 7* |
Simplified | 2 | 1 | 44+ | 1 | 7* |
Chun has a considerably fast prejump. In contrast, she has a huge jump arc that's easy to react to. This is especially true against characters with DP moves; Ryu for instance can punish her with his DP most of the time.
Chun-Li, just like Claw, has the ability to do wall jumps. That's why the Forward Jump has a '+' on the final frame of the aerial jumping part: that animation will have longer duration in case it's a wall jump.
The landing recovery has a special property which allows it to be canceled into certain actions. At the first landing frame, you can perform throws (including command throws), and on the second landing frame, you can start another jump, attack with a normal or special move, or block. Blocking not being until the second landing frame, as well as hitbox-hurtbox interactions having priority over throwbox-throw hurtbox is why sweeps work as anti airs in this game.
Things are different when jumping over your opponent, however. In that situation it's possible to walk back/forward, to jump again or to even block on the first landing frame! Strangely, if a throw is timed on the first landing frame of a jump that crosses over, a throwbox will never come out, even though that input will result in a normal coming out 2 frames later (like it normally would). Anyway, being able to block on the first landing frame can help a little bit on some safe jump crossup setups, or maybe in other situations as well if your character has a huge jump arc.