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Frame Data Chun Li

FRaccie edited this page Oct 20, 2026 · 4 revisions

Chun-Li frame data

Frames at 60 per second, against a standing opponent at point blank. ° also measured in the game · KD knocks down · Total, Hitstun and Blockstun (counted from the first active frame) are at the right end.

Key: every mark and note
Mark Meaning
° also measured in the game
KD on hit: knocks down
2(6)2 active: 2 frames, a 6-frame gap, 2 frames
2(6)×4 2 active: 2 frames and a 6-frame gap, four times, then 2 frames
N hits ⁽ᵗ⁾ active: too long for the table; the full timing is under the table
Proj projectile; recovery counts from the throw
Air air move; on hit and on block depend on the height, so mostly none given; Recovery is the landing recovery
Whiffs cr. misses a crouching opponent; on block is against standing guard
No hit did not hit a standing opponent up close, so no hit numbers
No block never blocked in our runs, so no block numbers
Cinematic cinematic not simulated yet; only startup and invincibility
Inv invincible on these frames
Land landing recovery frames

Normals

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Close LP
cl.LP
3 2 7 +5 +2° 11 14 11
Far LP
far.LP
3 2 6 +6 +3° 10 14 11
Close LK
cl.LK
3 2 8 +4° +1° 12 14 11
Far LK
far.LK
4 2 10 +2° -1° 15 14 11
Close MP
cl.MP
4 3(6)3 14 0° -3° 29 17 14
Far MP
far.MP
7 2 10 +5 +2° 18 17 14
Close MK
cl.MK
4 3(7)4 16 -1° -4 Whiffs cr. 33 17 14
Far MK
far.MK
7 3 13 +1° -2 Whiffs cr. 22 17 14
Close HP
cl.HP
4 4 21 -2° -7° 28 23 18
Far HP
far.HP
6 3 16 +3° -1° 24 22 18
Close HK
cl.HK
4 3 18 +2 -3° 24 23 18
Far HK
far.HK
12 2 20 0° -4 Whiffs cr. 33 22 18
Crouch LP
cr.LP
3 3 5 +6 +3° 10 14 11
Crouch LK
cr.LK
3 4 8 +2° -1° 14 14 11
Crouch MP
cr.MP
10 5 12 0° -3° 26 17 14
Crouch MK
cr.MK
5 3 11 +3 0° 18 17 14
Crouch HP
cr.HP
7 2(6)2 18 +2 -2° 34 22 18
Crouch HK
cr.HK
7 4 19 KD -5° 29 - 18
Neutral Jump LP
nj.LP
6 6 6 - - Air · No hit - - -
Neutral Jump LK
nj.LK
3 7 6 - - Air · No hit - - -
Neutral Jump MP
nj.MP
4 3 6 -26 -30 Air · Whiffs cr. - 16 12
Neutral Jump MK
nj.MK
4 6 5 - - Air · No hit - - -
Neutral Jump HP
nj.HP
5 2(2)2 5 - -24 Air · Whiffs cr. · No hit - - 16
Neutral Jump HK
nj.HK
4 8 5 - - Air · No hit - - -
Angled Jump LP
j.LP
3 6 6 -31 -34 Air · Whiffs cr. - 12 9
Angled Jump LK
j.LK
4 10 6 - - Air · No hit - - -
Angled Jump MP
j.MP
5 3 5 - - Air · No hit - - -
Angled Jump MK
j.MK
5 5 5 - - Air · No hit - - -
Angled Jump HP
j.HP
5 8 6 - - Air · No hit - - -
Angled Jump HK
j.HK
4 5 5 -22 -25 Air · Whiffs cr. - 19 16

Command normals

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Kakukyakuraku
3+HK
37 7 5 +6 +2 Whiffs cr. 48 18 14
Rear Spin Kick
3+LK
10 3 16 -2° -5° 28 17 14
Kakusenshu
6+MK
15 3 13 +1° -2° 30 17 14
Kintekishu
4+MK
9 4 16 -3° -6° 28 17 14
Yosokyaku
j.2MK
2 1 4 -24 -25 Air · Whiffs cr. - 16 12

Throws

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Koshuto
5+LP+LK
3 2 20 - - 24 - -
Kirinshu
4+LP+LK
3 2 20 - - 24 - -

Specials

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Hazanshu LK
63214+LK
23 2 20 +4° -1 Whiffs cr. 44 26 21
Hazanshu MK
63214+MK
25 2 19 - - No hit 45 - -
Hazanshu HK
63214+HK
26 2 20 - - No hit 47 - -
EX Hazanshu
63214+KK
26 2 20 - - No hit · Inv 1-14 full 47 - -
Kikoken LP
[4]6+LP
14 - 30 0° -4° Proj 44 31 27
Kikoken MP
[4]6+MP
12 - 29 +1° -3° Proj 41 31 27
Kikoken HP
[4]6+HP
10 - 31 -1° -5° Proj 41 31 27
EX Kikoken
[4]6+PP
10 - 38 KD -4° Proj 48 - 27
Spinning Bird Kick LK
[2]8+LK
13 5 hits ⁽ᵗ⁾ 20 KD -1 Whiffs cr. 56 - 21
Spinning Bird Kick MK
[2]8+MK
14 7 hits ⁽ᵗ⁾ 21 +2° -2 Whiffs cr. · Land 23 72 25 21
Spinning Bird Kick HK
[2]8+HK
22 9 hits ⁽ᵗ⁾ 27 - -8 Whiffs cr. · Land 16 97 - 21
EX Spinning Bird Kick
[2]8+KK
6 5 hits ⁽ᵗ⁾ 18 KD -10 Whiffs cr. · Inv 1-7 full 44 - 21
Hyakuretsukyaku LK
5+LK(mash)
4 2(6)×3 2 17 -18° -22° 46 25 21
Hyakuretsukyaku MK
5+MK(mash)
7 1(4)2(4)1(4)1 20 -7° -5° 43 25 21
Hyakuretsukyaku HK
5+HK(mash)
7 1(4)1(4)1(3)1 21 +3° -1 Whiffs cr. 42 25 21
EX Hyakuretsukyaku
5+KK(mash)
4 1(3)×3 1 19 KD +1 35 - 21

Full active timing ⁽ᵗ⁾:

  • Spinning Bird Kick LK [2]8+LK: 2(2)1(5)2(4)2(4)2
  • Spinning Bird Kick MK [2]8+MK: 2(2)1(5)1(5)2(4)2(6)1(5)2
  • Spinning Bird Kick HK [2]8+HK: 1(2)1(5)2(4)2(4)2(6)2(3)2(5)2(4)2
  • EX Spinning Bird Kick [2]8+KK: 2(1)2(3)2(4)2(3)2

Super

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Senretsukyaku
[4]646+LK
1+1 9 hits ⁽ᵗ⁾ - - - No hit · Inv 1-2 full - - -
Senretsukyaku
[4]646+MK
1+1 9 hits ⁽ᵗ⁾ - - - No hit · Inv 1 full - - -
Senretsukyaku
[4]646+HK
1+15 8 hits ⁽ᵗ⁾ - - - No hit · Inv 1 full - - -

Full active timing ⁽ᵗ⁾:

  • Senretsukyaku [4]646+LK: 1(13)1(3)1(5)1(3)1(5)1(3)1(5)1(17)2
  • Senretsukyaku [4]646+MK: 1(13)1(3)1(5)1(3)1(5)1(3)1(5)1(17)2
  • Senretsukyaku [4]646+HK: 1(3)1(5)1(2)2(5)1(3)1(5)1(17)2

Ultra 1

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Hosenka
[4]646+KKK
0+7 2(17)2(5)×5 1 - - - No hit · Cinematic · Inv 1-7 full - - -

Ultra 2

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Kikosho
236236+PPP
- - - - - No hit · Cinematic · Inv 1-9 full - - -

Other

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Focus Attack (held)
5+MP+MK
21 2 35 -21 -21 57 16 16
Focus Attack (released early)
5]MP+MK[
11 2 35 -21 -21 47 16 16
Taunt
5+HP+HK
- - - - - 45 - -

Where SuperCombo differs

Ember vs SuperCombo wiki: 7 different

Our number comes from the game files and was checked in the game where marked above.

Move Field Ember SuperCombo
Close LP On hit +5 4
Far LP On hit +6 4
Far MP On hit +5 4
Close HK On hit +2 4
Crouch LP On hit +6 4
Crouch MK On hit +3 4
Crouch HP On hit +2 4

Generated 2026-10-21 from the game's own files by Ember's battle simulator (build afd904246f24). Do not edit this page: it is rebuilt from the data.

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