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Chun-Li's Frame Data Super Street Fighter 4 Arcade Edition

Last updated on Aug. 12, 2011

11 Comments

Chun Li Frame Data Super Street Fighter 4 Arcade Edition

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

Normal Moves
Move Block Damage Stun Meter Gain Cancel Ability Startup Active Recover Frame Adv. Block Frame Adv. Hit Notes
Close Light Punch HL 20 50 20 Sp*Su 3 2 7 2 5
Close Medium Punch HL 40*40 50*50 40*20 Sp*Su 4 3(6)3 14 -3 0
Close Hard Punch HL 90 200 60 Sp*Su 4 4 21 -7 -3
Close Light Kick HL 40 50 20 Sp*Su 3 2 8 1 4
Close Medium Kick HL 30*20*20 50*25*25 40*20*20 Sp*Su 4 3(7)2*2 16 -4 -1
Close Hard Kick HL 100 200 60 Sp*Su 4 3 18 -3 2
Far Light Punch HL 20 50 20 C*Sp*Su 3 2 6 3 6
Far Medium Punch HL 70 100 40 Sp*Su 7 2 10 2 5
Far Hard Punch HL 100 200 60 - 6 3 16 -1 3
Far Light Kick HL 30 50 20 - 4 2 10 -1 2
Far Medium Kick HL 70 100 40 - 7 3 13 -2 0
Far Hard Kick HL 100 200 60 - 12 2 20 -4 0
Crouch Light Punch HL 30 50 20 C*Sp*Su 3 3 5 3 6
Crouch Medium Punch HL 60 100 40 - 10 5 12 -3 0
Crouch Hard Punch HL 50*50 100*100 60*60 Sp*Su 7 2(6)2 18 -2 2
Crouch Light Kick L 30 50 20 C 3 4 8 -1 2
Crouch Medium Kick L 60 100 40 Sp*Su 5 3 11 0 3
Crouch Hard Kick L 90 200 60 - 7 4 19 -5 D
Jump Up Light Punch H 40 50 20 - 6 6 - - -
Jump Up Medium Punch H 70 100 40 - 4 3 - - -
Jump Up Hard Punch H 70*70 150*150 60*60 - 5 2(2)2 - - -
Jump Up Light Kick H 50 50 20 - 3 7 - - -
Jump Up Medium Kick H 80 100 40 - 4 6 - - -
Jump Up Hard Kick H 90 200 60 - 4 8 - - -
Jump Toward Light Punch H 40 50 20 - 3 6 - - -
Jump Toward Medium Punch H 70 100 40 - 5 3 - - -
Jump Toward Hard Punch H 70 150 60 - 5 8 - - -
Jump Toward Light Kick H 30 50 20 - 4 10 - - -
Jump Toward Medium Kick H 60 100 40 - 5 5 - - -
Jump Toward Hard Kick H 100 200 60 - 4 5 - - -
Move Block Damage Stun Meter Gain Cancel Ability Startup Active Recover Frame Adv. Block Frame Adv. Hit Notes
Other, Special Moves, Supers & Ultras
Move Block Damage Stun Meter Gain Cancel Ability Startup Active Recover Frame Adv. Block Frame Adv. Hit Notes
Back + Medium Kick HL 50 50 40 - 9 4 16 -6 -3
Medium Kick (During Back + Medium Kick) HL 50 50 20 Su 12 3 39 -28 D
Down, Up + Kick (During Back + Medium Kick, Medium Kick) HL 20xN 50xN 20xN - 4 4(2) 1(4) 2(4) 1(5) 1 9+15 - D
Toward + Medium Kick HL 80 100 40 - 15 3 13 -2 1
Down-Toward + Light Kick HL 40 50 20 - 10 4 8+7 -5 -2
Down-Toward + Hard Kick H 100 200 60 - 37 7 5 2 6
Down + Medium Kick (Air) H 60 50 40 - 2 3 - - -
Triangle Jump - - - - - - - - - -
Target Combo 1 H 40 50 20 - 4 3 - - -
Focus Attack Level 1 HL 60 100 20 - 21 2 35 -21 -21
Focus Attack Level 2 HL 80 150 40 - 17+14 2 35 -16 D
Focus Attack Level 3 - 120 200 60 - 65 2 35 D D
Toward Throw 1 140 100 40 - 3 2 20 - D
Back Throw 1 140 100 40 - 3 2 20 - D
Air Throw 1.1 150 150 40 - 3 2 - - D
Lightning Legs Light Kick HL 15xN 20xN 20/10 Su 4 - 17 2 6
Lightning Legs Medium Kick HL 15xN 25xN 20/10 Su 7 - 20 0 4
Lightning Legs Hard Kick HL 15XN 30xN 20/10 Su 7 - 21 -1 3
Lightning Legs EX HL 40x4 50x4 0 Su 4 - 19 1 D
Fireball Light Punch HL 50 50 20/20 Su 14 100 44 -4 0
Fireball Medium Punch HL 60 75 20/20 Su 12 77 41 -3 1
Fireball Hard Punch HL 70 100 20/20 Su 10 45 41 -5 -1
Fireball EX HL 50*50 50*50 0 Su 10 49 48 -4 0
Overhead Flip Kick Light Kick H 90 100 30/40 Su 23 2 20 -1 4
Overhead Flip Kick Medium Kick H 110 150 30/40 Su 25 2 19 0 5
Overhead Flip Kick Hard Kick H 130 200 30/40 Su 26 2 20 -1 4
Overhead Flip Kick EX H 170 200 0/0 Su 26 2 20 -1 D
Spinning Bird Kick Light Kick HL 32x5 36x5 20/10 - 13 2(2) 1(5) 2(4) 2(4) 2 10+12 -3 1
Spinning Bird Kick Medium Kick HL 25x6*30 28x6*32 20/10 - 14 2(2) 1(5) 1(5) 2(4) 2(6) 1(5) 2 9+12 -2 2
Spinning Bird Kick Hard Kick HL 30x9 30x9 20/10 - 22 1(2) 1(5) 2(4) 2(4) 2(6) 2(3) 2(5) 2(4) 2 11+12 -4 0
Spinning Bird Kick EX HL 30x4+50 50x4*60 0/0 - 6 2(1) 2(3) 2(4) 2(3) 2 9+9 -18 D
Super Light Kick HL 30x8*100 0 0/0 - 1+1 2(13) 1(3) 1(5) 1(3) 1(5) 1(3) 1(5) 1(17) 2 50 -31 D
Super Medium Kick HL 30x8*100 0 0/0 - 1+0 2(13) 1(3) 1(5) 1(3) 1(5) 1(3) 1(5) 1(17) 2 63 -44 D
Super Hard Kick HL 30x8*100 0 0/0 - 1+1 2(13) 1(3) 1(5) 1(3) 1(5) 1(3) 1(5) 1(17) 2 86 -67 D
Ultra 1 HL 30x9*190 0 0/0 - 1+6 2(7) 2(5) 2(5) 2(5) 2(5) 2(5) 1(6) 1(22) 3 65 -47 D
Ultra 2 HL 15x19*45 0 0/0 - 1+9 2(7) 2(5) 2(5) 2(5) 2(5) 2(5) 1(6) 1(22) 3 80 -55 D
Move Block Damage Stun Meter Gain Cancel Ability Startup Active Recover Frame Adv. Block Frame Adv. Hit Notes

Frame data translated and compiled by SFilp. Previous contributions by Gilley.

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?

 

Posted by SnakeAes on June 3, 2010 at 1:43 p.m. #10

Why is Chun's SSF4 frame data formatted differently than the other characters'?

 

Posted by ChunLiSexBeast on August 8, 2010 at 7:21 a.m. #11

im confused.com =S

 

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