Chun-Li's Frame Data Street Fighter X Tekken v2013

Guide last updated on
March 23, 2013 at 3:05 p.m. PDT


Chun-Li's Frame Data Street Fighter X Tekken v2013


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

Normal Moves
Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel Notes
Far LP H 30 3 2 9 +6 +2 SM,EX,SA,CA -
Far MP H 60 7 2 18 +1 -3 SM,EX,SA,CA -
Far HP H 90 7 3 20 +2 -3 - -
Far LK H 30 4 2 11 +4 0 - -
Far MK H 60 7 3 17 +1 -3 - whiffs on crouchers
Far HK H 90 13 2 25 -2 -7 - whiffs on crouchers
Close LP H 30 3 2 10 +5 +1 SM,EX,SA,CA -
Close MP H 30x2 4 3(5)3 17 +1 -3 SM,EX,SA,CA -
Close HP H 90 4 4 21 0 -5 SM,EX,SA,CA -
Close LK H 30 4 2 8 +7 +3 - -
Close MK H 20x3 5 3(7)4 15 +4 0 1st hit SM,EX,SA,CA +6 on hit against crouchers
Close HK H 90 5 3 22 +1 -5 SM,EX,SA,CA, on hit:jump forces standing
Crouch LP H 30 4 3 7 +7 +3 SM,EX,SA,CA Rapid fire cancelable into light normal moves
Crouch MP L 60 11 5 17 -1 -5 - -
Crouch HP H 60,30 6 2(6)2 23 0 -5 1st hit SM,EX,SA,CA -
Crouch LK L 30 3 4 7 +6 +2 - -
Crouch MK L 60 5 3 17 +1 -3 SM,EX,SA,CA -
Crouch HK L 90 8 4 24 hard knockdown -8 - -
Jump up LP M 40 7 6 until ground+4f +12 +4 - -
Jump up MP M 70 5 3 until ground+4f +16 +5 - -
Jump up HP M 60x2 5 2(2)2 until ground+4f +20 +8 - Knockdown on airborne foes
Jump up LK M 40 4 7 until ground+4f +12 +4 - -
Jump up MK M 70 5 6 until ground+4f +16 +5 - -
Jump up HK M 100 5 8 until ground+4f +20 +8 - -
Jump forward LP M 40 4 6 until ground+4f +12 +4 - -
Jump forward MP M 70 5 3 until ground+4f +16 +5 - -
Jump forward HP M 70 6 8 until ground+4f +20 +8 - Knockdown on airborne foes
Jump forward LK M 40 5 10 until ground+4f +12 +4 - -
Jump forward MK M 70 6 5 until ground+4f +16 +5 - -
Jump forward HK M 100 5 5 until ground+4f +20 +8 - -
Launcher H 100 13 2 54 switch -34 - Crushes crouching attacks, launches opponent while switching characters
Cross Cancel H 20x4, 30 7 2(1)2(3)2(4)2(3)2 19 hard knockdown -18 - Similar to EX Spinning Bird Kick, full body invincibility frames 1-8
Koshuyo throw 130 5 2 20 hard knockdown - - -
Kirinshu throw 140 5 2 20 hard knockdown - - -
Ryuseiraku throw 190 5 2 until ground+4f hard knockdown - - -
Other, Special Moves, Super & Cross Art
Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel Notes
Kakukyakuraku M 80 38 7 5 +11 +7 - Airborne frames 12-44, knockdown on airborne foes
Rear Spin Kick H 40 11 4 15 -5 -4 - Airborne frames 16-22, knockdown on airborne foes
Kakusenshu H 70 16 3 16 +2 -2 - Knockdown on airborne foes
Yosokyaku M 50 4 3 until ground+4f +17 +10 - Knockdown on airborne foes, can be repeated up to 3 times, can perform any jumping attack after it connects
wall jump - - - - 28 - - - -
Kintekishu H 50 6 4 15 2 -6 - Knockdown on airborne foes
Tenkukyaku H 50 13 3 40 floats -30 jump Input d,u+MK between frames 13-45 for follow-up attack, knockdown on airborne foes
Tenshokyaku H 20x5 5 4(2)1(4)2(4)1(5)1 24 knockdown -37 - Full body invulnerability frames 1-8, airborne frames 5-37
- M 70 6 8 until ground+4f +20 +8 - Input HP during active frames for followup attack, knockdown on airborne foes
Target Combo M 40 5 3 until ground+4f +20 +8 - -
Kikoken LP H 50 15 - 37 -6 -11 - Projectile has 1 point of durability, projectile active for 99 frames, knocks down airborne foes
Kikoken MP H 50 13 - 34 -3 -8 - Projectile has 1 point of durability, projectile active for 76 frames, knocks down airborne foes
Kikoken HP H 50 11 - 35.0 -4 -9 - Projectile has 1 point of durability, projectile active for 44 frames, knocks down airborne foes
Kikoken EX H 50x2 11 - 26 13 +8 - Projectile has 2 points of durability, knocks down airborne foes
Hazanshu LK H 70 24 2 20 +5 -2 - Airborne frames 3-23, hard knockdown on airborne foes, Stagger on crouching Counter Hit
Hazanshu MK M 100 26 2 20 +6 0 - Airborne frames 3-25, hard knockdown on airborne foes, Stagger on crouching Counter Hit
Hazanshu HK M 110 27 2 20 hard knockdown 0 - Airborne frames 3-26, ground bounce on crouching Counter Hit
Hazanshu EX M 130 27 2 20 ground bounce 0 - Full body invulnerability frames 1-16, projectile invulnerability frames 17-29, airborne frames 4-27
Spinning Bird Kick LK H 20x5 14 2(2)1(5)2(4)2(4)2 23 0 -3 - Airborne frames 14-48, first hit forces standing on hit, knocks down airborne foes
Spinning Bird Kick MK H 15x6,30 15 2(2)1(5)1(5)2(4)2(6)1(5)2 24 1 -2 - Airborne frames 15-61, first hit forces standing on hit, knocks down airborne foes
Spinning Bird Kick HK H 12x8,34 23 2(1)2(5)1(5)1(5) 1(7)1(4)2(5)1(5)2 24 -1 -4 - Airborne frames 23-82, first hit forces standing on hit, knocks down airborne foes
Spinning Bird Kick EX H 20x4,30 7 2(1)2(3)2(4)2(3)2 19 knockdown -10 - Full body invulnerability frames 1-9, first hit forces standing on hit, airborne frames 8-37
Lightning Kicks LK H 20x4 / 20x5 5 2(6)2(6)2(6)2 24 2 / -22 -1 / -25 - Can be Super Charged: 51 frames to perform EX version, 100 frames for Super Art, input K for additional hits, knocks down airborne foes
Lightning Kicks MK H 20x4 / 20x8 7 1(4)2(4)1(4)1 22 2 / 3 -1 / 0 - Can be Super Charged: 51 frames to perform EX version, 100 frames for Super Art, input K for additional hits, knocks down airborne foes
Lightning Kicks HK H 20x4 / 20x8 7 1(4)1(4)1(3)1 23 1 / 4 -2 / 1 - Can be Super Charged: 51 frames to perform EX version, 100 frames for Super Art, input K for additional hits, knocks down airborne foes
Lightning Kicks EX H 30x3,50 6 3(5)3(5)3(5)3 19 floats -3 - Can be Super charged: 51 frames to perform Super Art
Senretsukyaku H 20,10x12,60,100 8 2(23)2(3)2(3)2(3)2 (3)2(3)2(3)2(3)2 (3)2(3)2(2)2(3)2(35)2(24)2 42 hard knockdown -22 - 84 frame cinematic freeze before attack begins, full body invulnerability frames 1-9
Cross Art H 150+ 9 2 46 - -26 - 62 frame cinematic freeze before attack begins, full body invulnerability frames 1-10

Huge shout out to both Zukku and Street11 for letting us use the frame data.


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