Opponents' properties thread

chun-li

#1

Hi,
This thread can looks like the matchup thread but i wanted to do this post for people who are too lazy to watch the others forum about characters or analyze the frame data.

Take this thread like an attempt to warn chunli players about new tech or some bait.

Everyone is free to add something, it’s the point.

What do you think ?


Want to talk about projectile recovery.
Important note ! By recovery i mean the recovery after the projectile appear.

Akuma
Hadoken normal/ex : Startup 14 frames Recovery 30 frames

Shakunetsu LP : Startup 25 frames Recovery 25 frames
Shakunetsu MP : Startup 25 frames Recovery 32 frames
Shakunetsu HP : Startup 25 frames Recovery 38 frames
Shakunetsu EX : Startup 25 frames Recovery 25 frames

Chun Li

Kikkoken LP : Startup 14 frames Recovery 30 frames
Kikkoken MP : Startup 12 frames Recovery 29 frames
Kikkoken HP : Startup 10 frames Recovery 31 frames
Kikkoken EX : Startup 10 frames Recovery 38 frames

Cody

Bad Stone LP : Startup 29 frames Recovery 15 frames
Bad Stone MP : Startup 29 frames Recovery 17 frames
Bad Stone HP : Startup 29 frames Recovery 19 frames
Bad Stone EX : Startup 24 frames Recovery 16 frames

Knife : Startup 26 frames Recovery 19 frames

Bad Spray : Startup 25 frames Recovery 29 frames

Dan

Gadoken LP : Startup 14 frames Recovery 26 frames
Gadoken MP : Startup 14 frames Recovery 27 frames
Gadoken HP : Startup 14 frames Recovery 28 frames
Gadoken EX : Startup 14 frames Recovery 26 frames

DeeJay
Air Slasher : Startup 12 frames Recovery 27 frames
Air Slasher Ex : Startup 13 frames Recovery 39 frames

Dhalsim
Yoga Fire LP :Startup 14 frames Recovery 34 frames
Yoga Fire MP :Startup 14 frames Recovery 34 frames
Yoga Fire HP :Startup 14 frames Recovery 34 frames
Yoga Fire EX :Startup 14 frames Recovery 28 frames

Ultra 1 : Startup 12 frames Recovery 13 frames

Gouken

Gohadoken LP : Startup 17 frames Recovery 24 frames
Gohadoken MP : Startup 17 frames Recovery 24 frames
Gohadoken HP : Startup 17 frames Recovery 24 frames
Gohadoken EX : Startup 17 frames Recovery 38 frames

Guile

Sonic Boom LP : Startup 9 frames Recovery 20 frames
Sonic Boom MP : Startup 9 frames Recovery 22 frames
Sonic Boom HP : Startup 9 frames Recovery 24 frames
Sonic Boom EX : Startup 11 frames Recovery 28 frames

Ultra 2 : Startup 8 frames Recovery 43 + 13

Juri

Fuhajin release: Startup 11 frames Recovery 22 frames
Fuhajin EX (LK+MK) : Startup 13 frames Recovery 26 frames
Fuhajin EX (MK+HK) : Startup 11 frames Recovery 24 frames
Fuhajin EX (LK+HK) : Startup 11 frames Recovery 26 frames

Ken

hadoken : Startup 14 frames Recovery 33 frames
hadoken Ex : Startup 14 frames Recovery 30 frames

Rose

Soul Spark LP : Startup 14 frames Recovery 38 frames
Soul Spark MP : Startup 22 frames Recovery 30 frames
Soul Spark HP : Startup 29 frames Recovery 24 frames !!!
Soul Spark EX : Startup 14 frames Recovery 34 frames

Super : Startup 9 frames Recovery 46 frames

Ryu

hadoken : Startup 13 frames Recovery 32 frames
hadoken Ex : Startup 12 frames Recovery 28 frames

Super : Startup 3 frames Recovery 50 frames

Ultra1 : Startup 11 frames Recovery 110 frames

Sagat

Tiger Shot P :Startup 11 frames Recovery 28 frames
Tiger Shot P Ex : Startup 11 frames Recovery 28 frames
Tiger Shot K :Startup 12 frames Recovery 33 frames
Tiger Shot K Ex : Startup 12 frames Recovery 33 frames

Ultra 2 : Startup 11 frames Recovery 94 frames

Sakura

Hadoken (Lv1) : Startup 15 frames Recovery 33 frames
Hadoken (Lv2) : Startup ?? frames Recovery 33 frames
Hadoken (Lv3) : Startup ?? frames Recovery 33 frames
Hadoken Ex (Lv1) : Startup 15 frames Recovery 33 frames
Hadoken Ex (Lv2) : Startup ?? frames Recovery 33 frames
Hadoken Ex (Lv3) : Startup ?? frames Recovery 33 frames

Ultra 2 PPP: Startup 12 frames Recovery 86 frames
Ultra 2 KKK: Startup 8 frames Recovery 86 frames

Seth

Sonic boom : Startup 14 frames Recovery 34 frames
Sonic boom Ex : Startup 14 frames Recovery 47 frames


#2

Rose’s HP Spark is 29 frames of startup, or something ridiculous like that–not 14. And Ryu’s EX Hadoken is 12 frames, not 14. … according to srk’s wiki. where’d you get your frame data?

Ken’s Wiki says that fireballs have 8 frames of hit-freeze that only affects the person being hit, so it adds 8 frames of advantage in addition to the hit-stun (fireballs have 18 hitstun). Also, if you are hit on the very last startup frame of your fireball, the fireball will still come out.


#3

This is just frame data… :expressionless:


#4

Oups yes some mistake from my copy paste :confused:

Fixed

Yes bluAsterisk it’s just frame data lol but like i said it’s for lazy people ^^


#5

After watching Daigo punish sometimes Ex tornado galaxy from Rufus with a shoryuken i started to look at the frame data of this move.

My first thought was that this move is punishable at some range and it’s only now that i realize this move is “unsafe”. By unsafe i mean it’s not a true blockstring.

If Rufus do at point blank ex tornado galaxy, there is a gap between the end of the vaccum effect and his punch.
Same thing if Rufus do cr mk xx Ex tornado / cr lk xx Ex tornado, etc
In fact any blockstring with ex tornado is not a true blockstring.

When i play versus some Rufus sometimes they just spams ex tornado in the hope i poke a light or i forgot to keep my guard.
Even if i can predict an ex tornado he was safe on block (except if i have my super)

Now i know i can Ex Sbk him. I can Ultra 1. I can Ultra 2. I can backdash. I can super (lk version recommend)

It’s risky because the windows is only 2 frames so of course only invincible move will punish.

PS : I know that Good Rufus don’t use randomly this move ^


#6

I always thought the window was bigger than that . I’ve seen akuma raging demon before the punch hits


#7

I think Demon has a little bit of invincibility on startup though, which might be why the last hit of Galactic Tornado loses to it.


#8

If demon has invincibility on startup can you explain this?

[media=youtube]NP2uG_ms6Hk[/media]

Skip to 0:37 and 1:48 match is pretty much a turtle fest.
I’m using Chun, obviously. Are her pokes so fast they started up before his demon? I was mid sweep the second time and pressed the buttons before it initiated, it was just such a weird thing to happen twice in one match when I’ve just been demon’ed in this situation before now…


#9

demon´s start up = 5 frames
invincibility= 6 frames
chun st. fat mp = 7 frames
and u werent point blank

do the math


#10

hmmmm I knew it would be down to frame data I guess he activated it too far away too you’re sayin? or it would have got me right?


#11

yep it would


#12

Hello, In another topic, SnakeAes and Azrael was talking about Gouki vortex.
It’s not new than Gouki is a pain for Chun Li but i just learn something that i want to share.

I have the japanese master guide about SSF4 and i see something which isn’t on the wiki frame data or on eventhubs.

It’s about Demon flip Throw.

Startup : 27 + 3

Active frames : 2

Recovery :** 17 frames on the ground
**

The Wiki said only 4 frames. Of course i know demon flip throw was nerf on Super but i never knew the real data