Chun-li frame data

chun-li

#1

I noticed that there’s no frame data information for Chun-Li, and while some might say its no use I think it does help in assisting her rushdown.

All information is taken from the Brady Guide.

Hit and Block means the frame advantage on hit and on block respectively. For projectile attacks(Kikoken), values listed as Active Frames are how long the projectile lasts on screen.

Spoiler

Light :l:
[LIST]
[]Crouching
[
]33,000
[]Startup 4 | Active 2 | Recovery 11 | Hit 0 | Block -1
[
]Does not hit low, can be chained from s.:l:
[/LIST]

[LIST]
[]Standing
[
]35,000
[]Startup 4 | Active 2 | Recovery 12 | Hit -1 | Block -2
[
]Can be canceled to c.:l:
[/LIST]

[LIST]
[]Jumping
[
]40,000
[]Startup 4 | Active 3 | Recovery 16 | Hit | Block
[
]Hits High
[/LIST]
Medium :m:
[LIST]
[]Crouching
[
]48,000
[]Startup 6 | Active 3 | Recovery 14 | Hit +1 | Block 0
[
]Hits low
[/LIST]

[LIST]
[]Standing
[
]50,000
[*]Startup 6 | Active 3 | Recovery 16 | Hit -1 | Block -2
[/LIST]

[LIST]
[]Jumping
[
]55,000
[]Startup 6 | Active 6 | Recovery 18 | Hit | Block
[
]Hits high
[/LIST]
Heavy :h:
[LIST]
[]Crouching
[
]60,000
[]Startup 8 | Active 5 | Recovery 23 | Hit | Block -6
[
]Hits low, soft knockdown, Jump-cancelable.
[/LIST]

[LIST]
[]Standing
[
]70,000
[]Startup 10 | Active 3 | Recovery 18 | Hit +2 | Block +1
[
]Jump Cancelable, used as Snapback attack.
[/LIST]

[LIST]
[]Jumping
[
]70,000
[]Startup 8 | Active 4 | Recovery 18 | Hit | Block
[
]Hits high, double/triple jump-cancelable.
[/LIST]
Special :s:

[LIST]
[]Ground
[
]70,000
[]Startup 8 | Active 5 | Recovery 27 | Hit | Block -10
[
]Launcher attack
[/LIST]

[LIST]
[]Aerial
[
]70,000
[]Startup 8 | Active 4 | Recovery 18 | Hit | Block
[
]Causes Hard knockdown if used after Launch.
[/LIST]
Command Normals

[LIST]
[]Kyakurakukyaku, :f::h:
[
]80,000
[]Startup 29 | Active 3 | Recovery 8 | Hit 12 | Block 11
[
]Can cancel from any ground normal, Overhead, jump-cancelable
[/LIST]

[LIST]
[]Yosokyaku, j.:d::m:
[
]65,000
[]Startup 4 | Active 11 | Recovery 6 | Hit | Block
[
]Bounces Chun-Li :uf: on hit, neutral jump state on bounce.
[/LIST]
Special Attacks

Kikoken
:hcf::atk:

[LIST]
[]:l:
[
]50,000
[]Startup 19 | Active 88 | Recovery 26 | Hit -2 | Block -3
[
]5 Low durability points
[/LIST]

[LIST]
[]:m:
[
]70,000
[]Startup 19 | Active 32 | Recovery 26 | Hit 0 | Block -1
[
]5 Low durability points
[/LIST]

[LIST]
[]:h:
[
]90,000
[]Startup 19 | Active 8 | Recovery 26 | Hit +2 | Block +1
[
]5 Low durability points, can be canceled into Kikoanken
[/LIST]

[LIST]
[]Kikoanken :hcf::h:~:h:
[
]100,000
[]Startup 11 | Active 5 | Recovery 18 | Hit - | Block +4
[
]Causes Crumple Stun on Hit, cancels from Kikoken :h:
[/LIST]
Spinning Bird Kick
Charge :d:~:u::atk:, can be used in air.

[LIST]
[]:l: 2 hits
[
]76,000
[]Startup 9 | Active 20 | Recovery 27 | Hit -6 | Block -15
[
]Causes Soft Knockdown, Aerial Recovery is until grounded +2
[/LIST]
[LIST]
[]:m: 3 hits
[
]94,800
[]Startup 9 | Active 30 | Recovery 21 | Hit +3 | Block -12
[
]Causes Soft Knockdown, Aerial recovery is until grounded +2
[/LIST]
[LIST]
[]:h: 4 hits
[
]113,400
[]Startup 9 | Active 40 | Recovery 21 | Hit +5 | Block -8
[
]Causes Soft Knockdown, Aerial recovery is until grounded +2
[/LIST]
Hyakuretsukyaku
3 consecutive inputs of any :atk: except :s:, can be used in air.
Number of hits determined by number of inputs, initial # of hits is based off of only 3 inputs.

[LIST]
[]:l:
[
]51,500-91,500
[]Hits 4-9 |Startup 7 | Active 22 | Recovery 1 | Hit +24 | Block +15
[
]Mashable, air version hits high.
[/LIST]
[LIST]
[]:m: 5-11 hits
[
]61,300-102,500
[]Hits 5-11 | Startup 7 | Active 22 | Recovery 1 | Hit +24 | Block +14
[
]Mashable, air version hits high.
[/LIST]
[LIST]
[]:h:
[
]85,100-118,600
[]Hits 8-15 | Startup 7 | Active 22 | Recovery 1 | Hit +24 | Block +12
[
]Mashable, air version hits high.
[/LIST]
Tenshokyaku
:dp::atk:, can be used in air.
Each kick of Tenshokyaku has its own frame data. Values in parentheses are the startup frames of each kick. Ex. Startup A | Active B(Frames until next kick) C(Frames until next kick)

[LIST]
[]:l:
[
]78,400
[]Hits 3 | Startup 3 | Active 1 (1) 2 (4) 3 | Recovery 19 | Hit -1 | Block 0
[
]In Air: Active 3 (6) 3 | Recovery until grounded +1
[/LIST]

[LIST]
[]:m:
[
]101,400
[]Hits 5 | Startup 3 | Active 3 (5) 2 (4) 2 (7) 3 | Recovery 23 | Hit -3 | Block -17
[
]In Air: Active 3 (5) 2 (4) 2 (7) 3 | Recovery until grounded +1
[/LIST]
[LIST]
[]:h:
[
]120,000
[]Hits 7 | Startup 3 | Active 1 (1) 1 (5) 1 (5) 1 (8) 1 (5) 1 (8) 3 | Recovery 13 | Hit +8 | Block -23
[
]In Air: Active 3 (5) 2 (4) 2 (7) 2 (4) 2 (7) 3 | Recovery until grounded +1
[/LIST]
Hyper Combos
Values listed as X+Y mean the Super flash is value X and the time after the flash is value Y.
Example X(Super flash frames before cinematic)+Y(Startup after cinematic)

Kikosho :qcf::atk::atk:

[LIST]
[]286,300
[
]Hits 14 | Startup 8+1 | Active 88 | Recovery 38 | Hit | Block -32
[]Causes knockdown on hit, beam durability 14 frames x 3 High durability points.
[/LIST]
Hoyokusen :qcb::atk::atk:
Each barrage of kicks has its own frame data. See Tenshokyaku for details.
[LIST]
[
]230,000
[]Hits 14 | Startup 10+3 | Active 38(7) 34 (7) 6 | Recovery 42 | Hit | Block -26
[
]Invincible from frames 1-16, final hit is considered a launcher.
[/LIST]
Shichisei Ranka :dp::atk::atk:
Each barrage of kicks has its own frame data. See Tenshokyaku and Hoyokusen for details.
[LIST]
[]410,000
[
]Hits 14 | Startup 10+3 | Active 2 (2) 2 (2) 2 (2) 2 (20) 3 | Recovery 27 | Hit | Block -8
[]Level 3 Hyper Combo, Invincible from frames 1-21, causes Hard Knockdown, not subject to Damage Scaling.
[/LIST]
Assist Data
Recovery§ is the how long until the point character can call the remaining assist character.
Example: Ryu/Chun/Akuma calls Chun-Li Kikoken, after Chun-li leaves the screen, Ryu cannot call Akuma until 96 frames have elapsed, and cannot call Chun-li again for 126 frames after she leaves the screen.
[LIST]
[
]Alpha, Kikoken :l:
[]50,000
[
]Startup 43 | Active 88 | Recovery 126 | Recovery§ 96
[]Projectile, 5 low durability points, comes in on top of the point character.
[/LIST]
[LIST]
[
]Beta, Tenshokyaku :m:
[]81,700
[
]Hits 5 | Startup 27 | Active 1 (1) 2 (3) 1 (5) 1 (8) 1 | Recovery 126 | Recovery§ 96
[]Comes out infront of the point character.
[/LIST]
[LIST]
[
]Gamma, Hyakuretsukyaku :h:
[]71,300
[
]Hits 10 | Startup 31 | Active 61 | Recovery 93 | Recovery§ 63
[]Comes out infront of the point character.
[/LIST]
X-Factor Data:
[LIST]
[
]Damage: 110% | 130% | 150%
[*]Speed: 115% | 135% | 150%
[/LIST]

One thing I find interesting is that Hyakuretsukyaku :h: has great frame advantage, but multiple hits means multiple pushblocks, Kikoanken has less frame advantage but is only 1 hit, which is less effected by pushblock and deals more damage upfront. I also think since it looks unsafe it could be used to potentially bait punishes.