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Chun Li's Frame Data: Street Fighter 4

Last updated on April 25, 2009

9 Comments

Chun Li Frame Data: Street Fighter 4


If you have trouble understanding this data, please check out the how to read frame data guide here on EventHubs.com.

Move Startup Active Recover Frame Adv. Block Frame Adv. Hit Block stun Hit stun Damage Stun Meter Gain Block Cancel Ability
Close Light Punch 3 2 7 +2 +5 10 13 20 50 20 HL Sp*Su
Close Medium Punch 4 3(6)3 14 -3 0 13 16 40*40 50*50 40*20 HL Sp*Su
Close Hard Punch 4 4 21 -7 -3 17 21 90 200 60 HL Sp*Su
Close Light Kick 3 2 8 +1 +4 10 13 40 50 20 HL Sp*Su
Close Medium Kick 4 3(7)2*2 16 -4 -1 13 16 30* 20* 20 50* 25* 25 40* 20* 20 HL* H* H Sp*Su
Close Hard Kick 4 3 18 -3 +2 17 22 100 200 60 HL Sp*Su
Far Light Punch 3 2 6 +3 +6 10 13 20 50 20 HL C*Sp*Su
Far Medium Punch 7 2 10 +2 +5 13 16 70 100 40 HL Sp*Su
Far Hard Punch 6 3 16 -1 +3 17 21 100 200 60 HL -
Far Light Kick 4 2 10 -1 +2 10 13 30 50 20 HL -
Far Medium Kick 7 3 13 -2 +1 13 16 70 100 40 HL -
Far Hard Kick 11 3 20 -5 -1 17 21 100 200 60 HL -
Crouch Light Punch 3 3 5 +3 +6 10 13 40 50 20 HL C*Sp*Su
Crouch Medium Punch 10 5 12 -3 0 13 16 60 100 40 HL -
Crouch Hard Punch 7 2(6)2 18 -2 +2 17 21 50*50 100*100 60*60 HL Sp*Su
Crouch Light Kick 3 4 8 -1 +2 10 13 30 50 20 L C
Crouch Medium Kick 5 3 11 0 +3 13 16 80 100 40 L Sp*Su
Crouch Hard Kick 7 4 19 -5 - 17 - 90 200 60 L -
Jump Up Light Punch 6 6 - - - 8 11 40 50 20 H -
Jump Up Medium Punch 4 3 - - - 11 15 70 100 40 H -
Jump Up Hard Punch 5 2(2)2 - - - 15 18 70*70 150*150 60*60 H -
Jump Up Light Kick 3 7 - - - 8 11 50 50 20 H -
Jump Up Medium Kick 4 6 - - - 11 15 80 100 40 H -
Jump Up Hard Kick 4 8 - - - 15 18 90 200 60 H -
Jump Forward Light Punch 3 6 - - - 8 11 40 50 20 H -
Jump Forward Medium Punch 5 3 - - - 11 15 70 100 40 H -
Jump Forward Hard Punch 5 8 - - - 15 18 70 150 60 H -
Jump Forward Light Kick 4 10 - - - 8 11 30 50 20 H -
Jump Forward Medium Kick 5 5 - - - 11 15 60 100 40 H -
Jump Forward Hard Kick 4 5 - - - 15 18 100 200 60 H -
Back + Medium Kick 9 4 16 -6 -3 13 16 50 50 40 HL -
Medium Kick (During Back + Medium Kick) 13 3 39 -28 - 13 16 50 50 20 HL Su
Down Up + Kick (During Back + Medium Kick, Medium Kick) 4 4(2) 1(4) 2(4) 1(5) 1 9+15 - - 17 - 20xN 50xN 20xN HL -
Forward + Medium Kick 15 3 13 -2 +1 13 16 80 100 40 HL -
Down Forward + Light Kick 10 2 17 -5 -2 13 16 40 50 20 HL -
Down Forward + Hard Kick 37 7 5 +2 +6 13 17 100 200 60 H -
Head Stomp (Air) 2 3 - - - 11 15 60 50 40 H -
Target combo 1 4 3 - - - 15 18 40 50 20 H -
Level 1 Focus Attack 21 2 35 -21 -21 15 15 60 100 20 HL -
Level 2 Focus Attack 17+14 2 35 -21 - 21 - 80 150 40 HL -
Level 3 Focus Attack 65 2 35 - - - - 120 200 60 - -
Forward + Throw 3 2 20 - - - - 140 100 40 1.0 -
Back + Medium Punch + Medium Punch 3 2 20 - - - - 140 100 40 1.0 -
Air Throw 3 2 - - - - - 150 150 40 1.1 -
Lightning Legs Light Kick 4  ??? 17 +2 +6 20 24 15xN 20xN 20/10xN HL Su
Lightning Legs Medium Kick 7  ??? 20 0 +4 20 24 15xN 25xN 20/10xN HL Su
Lightning Legs Hard Kick 7  ??? 21 -2 +2 20 24 15xN 30xN 20/10xN HL Su
Lightning Legs EX 4  ??? 19 +1 - 20 24 50x4 50x4 0/0 HL Su
Fireball Light Punch 14 100 44 -4 0 18 22 50 50 20/20 HL Su
Fireball Medium Punch 12 77 41 -3 +1 18 22 60 75 20/20 HL Su
Fireball Hard Punch 10 44 41 -5 -1 18 22 70 100 20/20 HL Su
Fireball EX 10 50 48 -4 0 18 22 50*50 50*50 0*0 HL Su
Overhead Flip Kick Light Kick 23 2 20 -1 +4 20 25 100 100 30/40 H Su
Overhead Flip Kick Medium Kick 25 2 19 0 +5 20 25 120 150 30/40 H Su
Overhead Flip Kick Hard Kick 26 2 20 -1 +4 20 25 150 200 30/40 H Su
Overhead Flip Kick EX 26 2 20 -1 - 20 - 200 200 0/0 H Su
Spinning Bird Kick Light Kick 13 2(2) 1(5) 2(4) 2(4) 2 10+11 -2 +2 20 24 40x5 50x5 20/10 HL -
Spinning Bird Kick Medium Kick 14 2(2) 1(5) 1(5) 2(4) 2(6) 1(5) 2 10+11 -2 +2 20 24 30x7 40x7 20/10 HL -
Spinning Bird Kick Hard Kick 22 1(2) 1(5) 2(4) 2(4) 2(6) 2(3) 2(5) 2(4) 2 11+12 -4 0 20 24 30x9 30x9 20/10 HL -
Spinning Bird Kick EX 6 2(1) 2(3) 2(4) 2(3) 2 9+9 -18 - 20 - 30x5 50x5 0/0 HL -
Super 1+1 2(13) 1(3) 1(5) 1(3) 1(5) 1(3) 1(5) 1(17) 2  ???  ??? - 20 - 30x8* 100 0 0/0 HL -
Ultra 1+6 2(7) 2(5) 2(5) 2(5) 2(5) 2(5) 1(6) 1(22) 3 65 -47 - 20 - 367-510 0 0/0 HL -
Move Startup Active Recover Frame Adv. Block Frame Adv. Hit Block stun Hit stun Damage Stun Meter Gain Block Cancel

Thanks to Gilley and DannyCat for providing this frame data.

Posted by j on January 29, 2009 at 3:59 p.m. #1

how do I read the frame data? whats the numbers and symbols and everything all together?

 

Posted by BHeaggans on February 3, 2009 at 7:26 a.m. #2

Ok J. I will explain the best I can. Basicly frame data is a number break down on all the moves in the game. You have 3 parts to all moves: Start up, active and recover. Start up is the number of frames it takes for the move to start, while active is the number of frames the move can hit. And recovery is the amount of frames it takes to go back to a neutral state. A neutral state is when you are doing nothing. Now the guide above is straight from the master guide from enterbrain for street fighter 4 so its basicly the numbers you need. The other things on there to know is the block stun, hit stun, hti frame adv, and block frame adv. Block stun is how many frames that the certain move puts the opponent in block where they can't move. Its universal so if Chun li's ultra has a block stun of 20 frames then that means that the opponent can't can't move for 20 frames. Hit stun is the amount of frames a opponent is in after being hit. So think of it as how many frames they have to go back to neutral. You either will have a number there representing frames or you will have a - meaning that it knocks down. Block frame adv is the amount of frames it takes to recover from your move being blocked. This in important because you will be either in the positive or negative. Positve means you will recover before the opponent can. Negative means that the opponent recovers before you. To explain look at the above example: Chun li's ultra again has a block stun of 20 frames but she recovers in 65 frames. So if you look at the block frame adv she is a negative 47 so the math was done for you. She can basically get hit by anything and everything under the sun. Hit frame advantage is the same as block but I did a explaination of that in the Ryu Frame section in this Street Fighter 4 guide so I hope it helps.

 

Posted by ShinMolle on February 15, 2009 at 3:41 p.m. #3

Is advantage on hit the same for moves that connect as a counter hit as on normal hit?

 

Posted by Bheaggans on February 15, 2009 at 3:47 p.m. #4

No if you get a counter hit then you will land extra damage and additional frames similar to CVS2. For Jab and Short you get one additional frame for a counter hit. For Strong, Forward, Fierce, and Roundhouse you get 3 additional frames for a counter hit.

 

Posted by Billy on February 24, 2009 at 12:37 a.m. #5

I had to post just to compliment BHeaggans on an excellent post

 

Posted by vincent on April 2, 2009 at 1:18 a.m. #6

whats the best chun li moves to anti opponent air moves and cross up.........??????

 

Posted by Vilestylez on May 9, 2009 at 7:08 p.m. #7

She really dosnt have much for Anti air her best is probs her ex spinning kick or maybe jst a hard punch, kick or if ur feeling really up to the risk can jst air throw them or hit them down in the air

 

Posted by They really need- on May 16, 2009 at 12:26 p.m. #8

-to have better than -7 & huge frame disadvantage with close HP. That's soo contrary to every SF game ever with Chun-Li.
How about 0 or even, positive frame advantage instead?

Forget close HP then attempting to block immediately if they block it.
Try to cancel into her overhead special kick on blocked hit, you can still get Shoryu or Ken's Ultra punished for it.

Such a glaring mistake by Capcom.JP, not "sugoi" guys, the exact opposite of sugoi. I know Hakkei, command Back+HP in SF3 was overpowered, but to nerf it like that, worst frame disadvantage move Chun-Li has in SF4?!

 

Posted by jabby on May 19, 2009 at 1:32 p.m. #9

i still don't get some frame stats

c.lk is +2 frame on hit
people say that u can do c.lk link or chain into c.lp
but c.lk hits on the 3rd frame (startup)
i know u can chain it, but according to the frame data u can't link it, everyone keeps telling me u can link it.
so is c.lk to c.lp a link or a chain?
frame advantage has to be equal or greater then startup frame of the next move inorder to link, correct?

 

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