Chun Li's Frame Data: Street Fighter 4
Last updated on April 25, 2009

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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