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  |description= Honda brings out the big guns: One of the worst Super Combos in the game.
  |description= Honda brings out the big guns: One of the worst Super Combos in the game.
*Affected by the Input Storing glitch. The second Forward can be held as long as you need before performing the move.
*Affected by the Input Storing glitch. The second Forward can be held as long as you need before performing the move.
**'''NOTE:''' The Input Storing Glitch was fixed in Hyper Street Fighter 2. An alternate version of Honda with the glitch restored can be selected by holding Start and selecting the Super Turbo/Super X version of Honda.
*Invincible on frames 1-7. Honda only has 1 invincible hitbox frame, compared to the 3 on his jab Headbutt.
*Invincible on frames 1-7. Honda only has 1 invincible hitbox frame, compared to the 3 on his jab Headbutt.
*Extremely unsafe on block (Some characters can DP after blocking the first hit, others can punish after blocking both).
*Extremely unsafe on block (Some characters can DP after blocking the first hit, others can punish after blocking both).
Line 2,037: Line 2,038:
*Can go through projectiles.
*Can go through projectiles.
*Will not knock down if the first hit results in a "gut reel" hitstun animation. This is obviously a downside in most cases, but it can be an occasional upside since you're right in Oicho range.
*Will not knock down if the first hit results in a "gut reel" hitstun animation. This is obviously a downside in most cases, but it can be an occasional upside since you're right in Oicho range.
**'''NOTE:''' The Input Storing Glitch was fixed in Hyper Street Fighter 2. An alternate version of Honda with the glitch restored can be selected by holding Start and selecting the Super Turbo/Super X version of Honda.
 


'''General Strategies'''
'''General Strategies'''

Revision as of 03:00, 26 February 2023

Chun-Li
Chun-Li's portrait in Super Turbo.
Character Data
Forward Walk Speed 64
Backwards Walk Speed 48
Pre-Jump Frames 3
Forwards Jump Duration 44+
Backwards Jump Duration 46
Landing Frames 7*
Jump Height Apex 114
Forwards Jump Distance 166
Backwards Jump Distance 177
Soft Knockdown Recovery 35
Hard Knockdown Recovery 69



Normal Moves

Disclaimer: To better understand the diagrams, read this.

Standing Normals

cl.lp
Close Jab
Close Light Punch
5LP / cl.Lp.png
ChunLi stcljab3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
18[0] 0~5 40 Chain, Special, Super Mid 0-21
Startup Active Recovery Total Frame Adv. Meter
4 4 4 12 +5 2/1

A quick rapid-fire jab.

  • Mainly usede for combos and as a tick for characters who can't duck it.
  • This does massive damage for a jab.
  • Sometimes this can trade as an anti-air in Chun's favor.

Click to toggle detailed hitbox data.

ChunLi stcljab1&5.png ChunLi stcljab2&4.png ChunLi stcljab3.png ChunLi stcljab2&4.png ChunLi stcljab1&5.png
Frame Count 1 + 2 1 4 3 1
Simplified 4 4 4

frlp

Far Jab
Far Light Punch
5LP / cl.Lp.png
ChunLi stfarjab2.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
4[0] 0~5 40 Chain, Special, Super Mid 22+
Startup Active Recovery Total Frame Adv. Meter
3 2 8 13 +3 2/1

A rapid-fire slap.

  • Good priority lets you mash to deal with moves like Blanka ball and Honda's Headbutt.
  • Can work as a far away anti-air in some situations.

Click to toggle detailed hitbox data.

ChunLi stfarjab1&5.png ChunLi stfarjab2.png ChunLi stfarjab3.png ChunLi stfarjab4.png ChunLi stfarjab1&5.png
Frame Count 1 + 2 2 4 3 1
Simplified 3 2 8


cl.mp

Close Strong
Close Medium Punch
5MP / cl.Mp.png
ChunLi stclstrng3.png
It is now your turn, forever.
Damage Dizzy Dizzy Time Cancel Guard Act. Range
22[1] 5~11 60 Special, Super Mid 0-36
Startup Active Recovery Total Frame Adv. Meter
5 4 4 13 +10 4/3

A punch with huge frame advantage.

  • The huge frame advantage coupled with Chun's walking speed allows you to apply some nasty pressure. Mix them up with a throw or a low. You can also link into just about anything for combos.
  • Also OK as a trade anti-air.
  • Only Cammy and Blanka can crouch under this.

Click to toggle detailed hitbox data.

ChunLi stclstrng1&5.png ChunLi stclstrng2&4.png ChunLi stclstrng3.png ChunLi stclstrng2&4.png ChunLi stclstrng1&5.png
Frame Count 2 2 4 3 1
Simplified 5 4 4

frmp

Far Strong
Far Medium Punch
5MP / fr.Mp.png
ChunLi stfarstrng3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
22[0] 5~11 60 Special, Super Mid 37+
Startup Active Recovery Total Frame Adv. Meter
5 4 4 13 +10 4/3

A poke with the same excellent frame advantage as the close version.

  • Hits the entire cast whether they crouch or stand.
  • Essentially an option select into Chun's damaging MP throw.

Click to toggle detailed hitbox data.

ChunLi stfarstrng1&5.png ChunLi stfarstrng2&4.png ChunLi stfarstrng3.png ChunLi stfarstrng2&4.png ChunLi stfarstrng1&5.png
Frame Count 1 + 2 2 4 3 1 |
Simplified 5 4 4


clhp

Close Fierce
Close Heavy Punch
5HP / cl.Hp.png
ChunLi stclfrc2.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
24[1] 10~16 80 Special, Super Mid 0-41
Startup Active Recovery Total Frame Adv. Meter
4 20 11 35 -9 5/4

A double open palmed strike.

  • Can cancel into fireball or Super in combos.
  • You can also use this as a meaty for massive frame advantage, or for setting up frame traps. Otherwise, this move is pretty unsafe.
  • This can usually work as a ground crossup if you're behind your opponent, but it's not very useful in that aspect.

Click to toggle detailed hitbox data.


ChunLi stclfrc1&3.png ChunLi stclfrc2.png ChunLi stclfrc1&3.png
Frame Count 1 + 3 20 11
Simplified 4 20 11

frhp

Far Fierce
Far Heavy Punch
5HP / fr.Hp.png
ChunLi stfarfrc3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
24[0] 10~16 80 Super Mid 42+
Startup Active Recovery Total Frame Adv. Meter
6 6 18 30 -2 5/4

A powered-up high punch.

  • Deceptively fast startup, decent for punishment, and a surprisingly good anti air.

Click to toggle detailed hitbox data.

ChunLi stfarfrc1.png ChunLi stfarfrc2&4.png ChunLi stfarfrc3.png ChunLi stfarfrc2&4.png ChunLi stfarfrc5.png ChunLi stfarfrc6.png
Frame Count 1 + 2 3 6 10 7 1
Simplified 6 6 18


cllk

Close Short
Close Light Kick
5LK / cl.Lk.png
ChunLi stclshrt3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
20[1] 0~5 40 Special, Super Mid 0-36
Startup Active Recovery Total Frame Adv. Meter
4 5 5 14 +3 2/1

A knee strike.

  • Ok for ticks into throw, but Chun usually has better options for this.
  • Does unusually high damage for a light attack.

Click to toggle detailed hitbox data.

ChunLi stclshrt1&5 stclfrwrd1&7.png ChunLi stclshrt2&4.png ChunLi stclshrt3.png ChunLi stclshrt2&4.png ChunLi stclshrt1&5 stclfrwrd1&7.png
Frame Count 1 + 2 1 5 4 1
Simplified 4 5 5

frlk

Far Short
Far Light Kick
5LK / fr.Lk.png
ChunLi stfarshrt3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
20[0] 0~5 40 None Mid 37+
Startup Active Recovery Total Frame Adv. Meter
7 5 5 17 +3 2/1

A straightforward kick.

  • Has decent priority, and hits at a nice angle.
  • Useful for setting up frame traps.
  • Does unusually high damage for a light attack.

Click to toggle detailed hitbox data.

ChunLi stfarshrt1&5 stfarfrwrd1&5.png ChunLi stfarshrt2&4.png ChunLi stfarshrt3.png ChunLi stfarshrt2&4.png ChunLi stfarshrt1&5 stfarfrwrd1&5.png
Frame Count 1 + 3 3 5 4 1
Simplified 7 3 7


clmk

Close Forward
Close Medium Kick
5MK / cl.Mk.png
ChunLi stclfrwrd3.png
First hitbox
ChunLi stclfrwrd4.png
Second hitbox
Damage Dizzy Dizzy Time Cancel Guard Act. Range
24[1] 5~11 60 Only the first hitbox can be canceled. Mid 0-41
Startup Active Recovery Total Frame Adv. Meter
4 9 (3 / 6) 8 21 +1 / +4 4/3

A full split kick.

  • Good anti air if you are at the right range to use it, beating moves like New Ryu's jumping HK.
  • The first part can be cancelled, and is very easy to combo into legs, since you can just mash kick.

Click to toggle detailed hitbox data.

ChunLi stclshrt1&5 stclfrwrd1&7.png ChunLi stclfrwrd2&6.png ChunLi stclfrwrd3.png ChunLi stclfrwrd4.png ChunLi stclfrwrd5.png ChunLi stclfrwrd2&6.png ChunLi stclshrt1&5 stclfrwrd1&7.png
Frame Count 1 + 2 1 3 6 3 4 1
Simplified 4 9 8

frmk

Far Forward
Far Medium Kick
5MK / fr.Mk.png
ChunLi stfarfrwrd3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
24[0] 5~11 60 None Mid 42+
Startup Active Recovery Total Frame Adv. Meter
7 5 8 20 +5 4/3

A kick straight to the face.

  • A mediocre anti-air, ok to counter some jumping attacks.
  • Deceptively good range, making it useful to stuff fireball startups.

Click to toggle detailed hitbox data.

ChunLi stfarshrt1&5 stfarfrwrd1&5.png ChunLi stfarfrwrd2&4.png ChunLi stfarfrwrd3.png ChunLi stfarfrwrd2&4.png ChunLi stfarshrt1&5 stfarfrwrd1&5.png
Frame Count 1 + 3 3 5 4 4
Simplified 7 5 8


clhk

Close Roundhouse
Close Standing Heavy Kick
5HK / Hk.png
ChunLi stclrh5.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
28[1] 10~16 80 None Mid 0-56
Startup Active Recovery Total Frame Adv. Meter
10 6 21 37 -5 5/4

Chun's panty-slippin high sidekick.

  • A trade anti-air (no pre projected hurtboxes before becoming active but poor priority with big hit/hurtboxes afterwards) so if you want to beat a move cleanly you have to use Close Forward instead, which has good priority up close. Against some high priority air normals however, your only option may be a trade so this move is useful, and it can be used that way against most air normals as long as you time it correctly, minus against some very high priority normals like Cammy's Aerial Strong or against characters with very low jumps, like Boxer. Another difference to keep in mind is that the hitbox of this move is more centered than Close Forward, this is important against ambiguous crossup moves like a crossing up air tatsu for example. This also allows Chun to actually beat/trade with FeiLong's Chicken Wing corner trap, but it's difficult to use because the timing is very strict: you have a 1 frame window (with "reversal timing") for it to beat it cleanly and another 1 frame window to get a trade, anything slower than that and the move will come out too late and Chun will eat the Chicken Wing and probably a combo as well. And since you'll most likely be playing on a frame-skipping turbo speed, the timing becomes even more strict, leaving Chun with only one usable counter to the Chicken Wing corner trap: kara-cancelled low normal into Tenshokyaku.

Click to toggle detailed hitbox data.

ChunLi stclrh1.png ChunLi stclrh2.png ChunLi stclrh3.png ChunLi stclrh4.png ChunLi stclrh5.png ChunLi stclrh6.png ChunLi stclrh7.png ChunLi stclrh8.png ChunLi stclrh9.png
Frame Count 1 + 1 1 6 1 6 4 6 4 7
Simplified 10 6 21

frhk

Far Roundhouse
Far Standing Heavy Kick
5HK / Hk.png
ChunLi stfarrh4.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
28[0] 10~16 80 None Mid 57+
Startup Active Recovery Total Frame Adv. Meter
11 8 14 33 0 5/4

A heavy kick to the face.

  • Good anti air, but takes a while to come out.

Click to toggle detailed hitbox data.


ChunLi stfarrh1.png ChunLi stfarrh2.png ChunLi stfarrh3.png ChunLi stfarrh4.png ChunLi stfarrh5.png ChunLi stfarrh6.png
Frame Count 1 + 3 3 4 8 7 7
Simplified 11 8 14

Crouching Normals

crlp

Crouching Jab
Crouching Light Punch
2LP / D.png+Lp.png
ChunLi crjab3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
4[1] 0~5 40 Special, Super Mid N/A
Startup Active Recovery Total Frame Adv. Meter
4 4 5 13 +4 2/1

A short punch.

  • Good priority, but not mashable like other jabs.
  • As a tick, it's outclassed by moves like cr.MK and close/far MP.
  • One nice trick is to kara cancel this into anti air Tenshokyaku to remove her standing frame.

Click to toggle detailed hitbox data.

ChunLi crjab1&5.png ChunLi crjab2&4.png ChunLi crjab3.png ChunLi crjab2&4.png ChunLi crjab1&5.png
Frame Count 1 + 2 1 4 4 1
Simplified 4 4 5

crmp

Crouching Strong
Crouching Medium Punch
2MP / D.png+Mp.png
ChunLi crstrng3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
18[1] 5~11 60 Special, Super Mid N/A
Startup Active Recovery Total Frame Adv. Meter
5 4 5 14 +9 4/3

Far Standing Strong but crouching.

  • Good range and frame advantage, not much reason to use this over standing versions of mp though
  • The priority is also much worse than cr lp.

Click to toggle detailed hitbox data.

ChunLi crstrng1&5 crfrc1&5.png ChunLi crstrng2&4.png ChunLi crstrng2&4.png ChunLi crstrng3.png ChunLi crstrng1&5 crfrc1&5.png
Frame Count 1 + 2 2 4 4 1
Simplified 5 4 5


crhp

Crouching Fierce
Crouching Heavy Punch
2HP / D.png+Hp.png
ChunLi crfrc3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
22[2] 10~16 80 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
7 6 19 32 -3 5/4

Crouching MP but bigger.

  • Good range with decent priority, but very sluggish, punishable if whiffed. Probably best to use safer attacks.

Click to toggle detailed hitbox data.</span>

ChunLi crstrng1&5 crfrc1&5.png ChunLi crfrc2&4.png ChunLi crfrc3.png ChunLi crfrc2&4.png ChunLi crstrng1&5 crfrc1&5.png
Frame Count 1 + 3 3 6 8 11
Simplified 7 6 19


crlk
Crouching Short
Crouching Light Kick
2LK / D.png+Lk.png
ChunLi crshrt3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
14[0] 0~5 40 Special, Super Low N/A
Startup Active Recovery Total Frame Adv. Meter
5 4 5 14 +4 2/1

A low split kick.

  • Good priority, and ok reach for a crouch lk, but pretty slow.
  • Works ok as an occasional tick. Does above average damage for a light attack.

Click to toggle detailed hitbox data.

ChunLi crshrt1&5.png ChunLi crshrt2&4.png ChunLi crshrt3.png ChunLi crshrt2&4.png ChunLi crshrt1&5.png
Frame Count 1 + 3 1 4 4 1
Simplified 5 4 5


frmk
Crouching Forward
Crouching Medium Kick
2MK / D.png+Mk.png
ChunLi crfrwrd2.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
18[1] 5~11 60 Special, Super Low N/A
Startup Active Recovery Total Frame Adv. Meter
5 5 4 14 +9 4/3

Easily one of the best pokes in the game.

  • Spammable AND special/super cancelable. One of the main reasons it's very annoying playing against a competent Chun.

Click to toggle detailed hitbox data.

ChunLi crfrwrd1.png ChunLi crfrwrd2.png ChunLi crfrwrd3.png
Frame Count 1 + 4 5 4
Simplified 5 5 4


crhk
Crouching Roundhouse
Crouching Heavy Kick
2HK / D.png+Hk.png
ChunLi crrh3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
22[2] 5~11 130 None Low N/A
Startup Active Recovery Total Frame Adv. Meter
7 6 19 32 -3/Down 5/4

Chun's sweep.

  • Good range, useful for beating/trading with fireballs, and a good punish in general. Just try not to whiff it, as it leaves Chun quite open.
  • It also sets up a built-in safe jump against Sagat, and it will randomly also be a safe jump against Claw (sometimes Chun will land without hitting him).

Click to toggle detailed hitbox data.

ChunLi crrh1&5.png ChunLi crrh2&4.png ChunLi crrh3.png ChunLi crrh2&4.png ChunLi crrh1&5.png
Frame Count 1 + 3 3 6 8 11
Simplified 7 19

Jumping Normals

njlp
Neutral Jumping Jab
Neutral Jumping Light Punch
8LP / U.png+Lp.png
ChunLi njjab4.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
18[2] 1~7(-2) 40 None High N/A
Startup Active Recovery Total Frame Adv. Meter
8 N/A 8+∞ Dependent 2/1

A jumping chop.

  • Stays active the whole jump, ok to shield yourself from lower priority attacks.

Click to toggle detailed hitbox data.

ChunLi njjab1 njstrng1&7 njfrc1&7.png ChunLi njjab2 njstrng2&6 njfrc2&6.png ChunLi njjab3 njstrng3&5 njfrc3&5.png ChunLi njjab4.png
Frame Count 2 3 2
Simplified 8
djlp
Diagonal Jumping Jab
Diagonal Jumping Light Punch
7 or 9 LP
Ub.png or Uf.png+Lp.png
ChunLi djjab3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
16[2] 1~7(-2) 40 None High N/A
Startup Active Recovery Total Frame Adv. Meter
6 N/A 6+∞ Dependent 2/1

Like the neutral jump version except it's a punch with worse priority.

  • Safejumps aside, this isn't much use, outclassed by j mp.

Click to toggle detailed hitbox data.

ChunLi djjab1 djstrng1&5 djfrc1&5.png ChunLi djjab2 djstrng2&4 djfrc2&4.png ChunLi djjab3.png
Frame Count 3 3
Simplified 6


njmp
Neutral Jumping Strong
Neutral Jumping Medium Punch
8MP / U.png+Mp.png
ChunLi njstrng4.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
22[2] 5~11 50(+10) None High N/A
Startup Active Recovery Total Frame Adv. Meter
8 16 24+∞ Dependent 4/3

Another chop.

  • Good priority, but aside from having double the active frames, neutral jump HP outclasses this.

Click to toggle detailed hitbox data.

  • Startup/Active:
ChunLi njjab1 njstrng1&7 njfrc1&7.png ChunLi njjab2 njstrng2&6 njfrc2&6.png ChunLi njjab3 njstrng3&5 njfrc3&5.png ChunLi njstrng4.png ChunLi njjab3 njstrng3&5 njfrc3&5.png ChunLi njjab2 njstrng2&6 njfrc2&6.png ChunLi njjab1 njstrng1&7 njfrc1&7.png ChunLi njstrng8 njfrc8 djstrng6 djfrc6.png
Frame Count 3 3 2 16 2 3 4
Simplified 8 16
djmp
Diagonal Jumping Strong
Diagonal Jumping Medium Punch
7 or 9 MP
Ub.png or Uf.png+Mp.png
ChunLi djstrng3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
20[2] 5~11 50(+10) None High -
Startup Active Recovery Total Frame Adv. Meter
6 8 14+∞ Dependent 4/3

Another punch.

  • Good air to air, and good jump in from the right range. Can usually beat some normals that anti air your jumping MK.

Click to toggle detailed hitbox data.

ChunLi djjab1 djstrng1&5 djfrc1&5.png ChunLi djjab2 djstrng2&4 djfrc2&4.png ChunLi djstrng3.png ChunLi djjab2 djstrng2&4 djfrc2&4.png ChunLi djjab1 djstrng1&5 djfrc1&5.png ChunLi njstrng8 njfrc8 djstrng6 djfrc6.png
Frame Count 3 3 8 3 4
Simplified 6 8


njhp
Neutral Jumping Fierce
Neutral Jumping Heavy Punch
8HP / U.png+Hp.png
ChunLi njfrc4.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
26[2] 11~17(-1) 60(+20) None High N/A
Startup Active Recovery Total Frame Adv. Meter
8 8 16+∞ Dependent 5/4

Yet another chop.

  • Great horizontal priority and reach, fantastic air to air, and works as an anti air in some situations if you react in time.

Click to toggle detailed hitbox data.

ChunLi njjab1 njstrng1&7 njfrc1&7.png ChunLi njjab2 njstrng2&6 njfrc2&6.png ChunLi njjab3 njstrng3&5 njfrc3&5.png ChunLi njfrc4.png ChunLi njjab3 njstrng3&5 njfrc3&5.png ChunLi njjab2 njstrng2&6 njfrc2&6.png ChunLi njjab1 njstrng1&7 njfrc1&7.png ChunLi njstrng8 njfrc8 djstrng6 djfrc6.png
Frame Count 3 3 2 8 2 3 4
Simplified 8 8
djhp
Diagonal Jumping Fierce
Diagonal Jumping Heavy Punch
7 or 9 HP
Ub.png or Uf.png+Hp.png
ChunLi djfrc3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
24[2] 11~17(-1) 60(+20) None High N/A
Startup Active Recovery Total Frame Adv. Meter
6 8 14+∞ Dependent 5/4

Yet another punch.

  • Like diagonal jumping MP but with a different hitbox. In some situations, it may be better to use this instead.

Click to toggle detailed hitbox data.

ChunLi djjab1 djstrng1&5 djfrc1&5.png ChunLi djjab2 djstrng2&4 djfrc2&4.png ChunLi djfrc3.png ChunLi djjab2 djstrng2&4 djfrc2&4.png ChunLi djjab1 djstrng1&5 djfrc1&5.png ChunLi njstrng8 njfrc8 djstrng6 djfrc6.png
Frame Count 3 3 8 3 4
Simplified 6 8



njlk
Neutral Jumping Short
Neutral Jumping Light Kick
8LK / U.png+Lk.png
ChunLi njshrt3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
18[2] 1~7(-2) 40 None High N/A
Startup Active Recovery Total Frame Adv. Meter
6 N/A 6+∞ Dependent 2/1

A jumping split kick. Don't think too hard about how the hitbox works.

  • Good priority, beats a handful of moves, and is a great defensive tool.

Click to toggle detailed hitbox data.

ChunLi njshrt1 njfrwrd1&5 djrh1.png ChunLi njshrt2 njfrwrd2&4 djrh2.png ChunLi njshrt3.png
Frame Count 3 3
Simplified 6
djlk
Diagonal Jumping Short
Diagonal Jumping Light Kick
7 or 9 LK
Ub.png or Uf.png+Lk.png
ChunLi djshrt3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
20[2] 1~7(-2) 40 None High N/A
Startup Active Recovery Total Frame Adv. Meter
6 N/A 6+∞ Dependent 2/1

A confident jumping kick.

  • Aside from safejumps, this isn't too special. It gives Dictator trouble, but otherwise favor j.MK.

Click to toggle detailed hitbox data.

ChunLi djshrt1 djfrwrd1&5.png ChunLi djshrt2 djfrwrd2&4.png ChunLi djshrt3.png
Frame Count 3 3
Simplified 6


njmk
Neutral Jumping Forward
Neutral Jumping Medium Kick
8MK
U.png+Mk.png
ChunLi njfrwrd3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
22[2] 5~11 50(+10) None High N/A
Startup Active Recovery Total Frame Adv. Meter
6 10 16+∞ Dependent 4/3

Another split kick. Don't think too hard about how the hurtbox works.

  • Ok range, but unlike Old Chun's version of this move the lowest hurtbox got stretched horizontaly so the overall priority is bad. Favor Neutral Jumping Short.
  • That hurtbox was also reduced downwards though, allowing this move to beat Honda's Headbutts, something none of her other neutral jump normals can (with the exception of Head Stomp, but that forces a bounce which can be very bad on a neutral jump). This requires Chun to land right top of him, because the horizontal priority is not enough to beat Headbutts from the front.

Click to toggle detailed hitbox data.

ChunLi njshrt1 njfrwrd1&5 djrh1.png ChunLi njshrt2 njfrwrd2&4 djrh2.png ChunLi njfrwrd3.png ChunLi njshrt2 njfrwrd2&4 djrh2.png ChunLi njshrt1 njfrwrd1&5 djrh1.png
Frame Count 3 3 10 3
Simplified 6 10
djmk
Diagonal Jumping Forward
Diagonal Jumping Medium Kick
7 or 9MK / Ub.png or Uf.png+Mk.png
ChunLi djfrwrd3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
20[2] 5~11 50(+10) None High N/A
Startup Active Recovery Total Frame Adv. Meter
6 16 22+∞ Dependent 4/3

A stronger version of diagonal LK.

  • Chun's crossup, and also her best jump in for the most part.

Click to toggle detailed hitbox data.

ChunLi djshrt1 djfrwrd1&5.png ChunLi djshrt2 djfrwrd2&4.png ChunLi djfrwrd3.png ChunLi djshrt2 djfrwrd2&4.png ChunLi djshrt1 djfrwrd1&5.png
Frame Count 3 3 16 3
Simplified 6 16




njhk
Neutral Jumping Roundhouse
Neutral Jumping Heavy Kick
8HK / U.png+Hk.png
ChunLi njrh3.png
ChunLi njrh4.png
ChunLi njrh5.png
This move breaks all the rules.
Damage Dizzy Dizzy Time Cancel Guard Act. Range
26[2] 10~16 80 Special Mid N/A
Startup Active Recovery Total Frame Adv. Meter
3 13 (5/4/4) 16+∞ Dependent
Hard Down
5/4

Essentially a jumping version of Chun's 3MK command normal.

  • This has a good horizontal range, and trades with most attacks if you time it right. It can also be used against grounded opponents on the way up.
  • This is a rare case of normal moves that cause a full knockdown.
  • This also doesn't require the opponent to be standing to be blocked, which is also unique (and bad for Chun).
  • It can be special canceled as well, but the only special move Chun can use in the air requires back charge, and you don't have enough airtime to get a charge before you land.

Click to toggle detailed hitbox data.

ChunLi njrh1.png ChunLi njrh2.png ChunLi njrh3.png ChunLi njrh4.png ChunLi njrh5.png ChunLi njrh6.png ChunLi njrh7.png ChunLi njrh8.png
Frame Count 1 2 5 4 4 4 6
Simplified 3 13


djhk
Diagonal Jumping Roundhouse
Diagonal Jumping Heavy Kick
7 or 9 HK
Ub.png or Uf.png+Hk.png
ChunLi djrh3.png
ChunLi djrh4.png
There's a REALLY small hitbox here, right around her waist.
ChunLi djrh5.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
24[2] 11~17(-1) 60(+20) None High N/A
Startup Active Recovery Total Frame Adv. Meter
6 16 22+∞ Dependent 5/4

Chun does 2 split kicks in a row. They don't combo.

  • Can be a decent air to air in some situations, just be careful as it leaves you quite vulnerable to air to airs, and anti airs.
  • Strangely enough, the frame in between kicks can hit too: if you look closely, you'll noticed a red dot around her waist, thats a 1x1 px hitbox!

Click to toggle detailed hitbox data.

ChunLi njshrt1 njfrwrd1&5 djrh1.png ChunLi njshrt2 njfrwrd2&4 djrh2.png ChunLi djrh3.png ChunLi djrh4.png ChunLi djrh5.png ChunLi djrh6.png ChunLi djrh7.png
Frame Count 3 3 6 4 6 6
Simplified 6 16


Command Normals

Sankaku Tobi (Wall Jump)
Sankaku Kobi
Wall Jump
6 in air near a wall
F.png in air near a wall
ChunLi wj.png
Chun-Li's wall jump.
  • The jumping animation is 6 frames long.
  • Useful for getting out of the corner or avoiding attacks.
  • The jump can be performed during an air normal. You can also do an air attack after wall jumping. You can bounce off someone with her air 2MK normal, then walljump afterwards. You can even air throw, walljump, then attack or air throw again.
  • If you're quick enough, you can cancel the jump itself into a Spinning Bird Kick, retaining the directional momentum of your original jump arc.

Click to toggle detailed hitbox data.

ChunLi wj.png
Frame Count 6


Rear Spin Kick
Rear Spin Kick
Flip Kick
3MK / Df.png+Mk.png
ChunLi fk3.png
ChunLi fk4.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
22[0] 0~5 40 None Mid 0-11
Startup Active Recovery Total Frame Adv. Meter
7 9 (5/4) 43 59 -39
Down (Second Hitbox)
2/1

Chun-Li does a jump off the opponent (or thin air) into a flip.

  • Heavily nerfed from her Old version, being unable to combo.
  • The second hitbox knocks down, but it's very difficult to hit with it.
  • Gives the same meter on block/hit as a Short/Jab even though this move is performed with a Forward.
  • Avoid this move.

Click to toggle detailed hitbox data.

ChunLi fk1.png ChunLi fk2.png ChunLi fk3.png ChunLi fk4.png ChunLi fk5.png ChunLi fk6.png ChunLi fk7.png ChunLi fk8.png
Frame Count 1 + 3 3 5 4 4 4 6 29
Simplified 7 9 43


Kyakukyakuraku
Kyakukyakuraku
Neck Breaker
3HK / Df.png+Hk.png
ChunLi nb8.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
20[0] 10~16 80 None Mid/Low N/A
Startup Active Recovery Total Frame Adv. Meter
37 14 0 51 - 5/4

Chun-Li flips over her opponent and lands on top with a knee strike.

  • This move is good for shenanigans or to simply force the opponent to block on wake-up, since it can avoid a lot of reversal attacks.
  • It has high stun, but the timer bonus is very short, so odds are it will either dizzy or the enemy will recover from all dizzy damage by the time they get back up.
  • Despite Chun being airborne during the move, it hits Mid, and will hit Low if Chun hits deep enough.
  • Since Chun is airborne from frame 1, this move can be used to avoid tick throws.

Click to toggle detailed hitbox data.

ChunLi nb1.png ChunLi nb2.png ChunLi nb3.png ChunLi nb4.png ChunLi nb5.png ChunLi nb6.png ChunLi nb7.png ChunLi nb8.png
Frame Count 1 + 4 4 5 6 7 8 2 14
Simplified 37 14



Flying Sumo Press
Yosokyaku
Head Stomp
2MK midair
D.png+Mk.png midair
ChunLi hs3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
20[0] 2~8 60 Special High N/A
Startup Active Recovery Total Frame Adv. Meter
3 16 19+∞ Dependent 4/3

Chun-Li stomps on her opponent midair.

  • This move starts a juggle state and can be used up to 3 times before landing.
  • It is possible to use this move as an instant overhead. Simply jump and immediately do a head stomp, and the enemy will have to block high to avoid getting hit.
  • This move has "trip guard", meaning if you use it and someonetries to sweep or Low Tiger Shot you, you'll either beat it or land in a blocking position.

Click to toggle detailed hitbox data.

ChunLi hs1&4.png ChunLi hs2&5.png ChunLi hs3.png ChunLi hs1&4.png ChunLi hs2&5.png ChunLi hs6.png ChunLi hs7.png
Frame Count 1 2 16 8 4 5
Simplified 3 16


Throws

Chun-Li can throw with Mp.png and Hp.png. She also has an air throw, performed with the same buttons.

Koshuto
cl. 4 or 6MP/HP
cl. B.png or F.png+Mp.png/Hp.png
Ssf2t chunli pthrow.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
38 (MP)
32 (HP)
7~13 100 None Grab 48 (from axis)
23 (from throwable box)
Startup Active Recovery Total Frame Adv. Meter
1 1 Dependent 2 N/A -

Chun-Li's throw.

  • The direction held when throwing determines the direction you'll throw at.
  • The Strong version does more damage than the Fierce version for some reason, so prefer the Strong version when you're not trying to throw tech.
  • Be careful when throwing cornered opponents towards the corner, since most characters can actually punish Chun-Li's recovery if they tech.


Ryuseiraku
Any direction but 8 midair + MP/HP
Any direction but U.png midair + Mp.png/Hp.png
Ssf2t chunli pthrow.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
34 7~13 100 None Grab 58 (from axis) 33 (from throwable box)
Startup Active Recovery Total Frame Adv. Meter
1 1 Dependent 2 N/A -

Same sprite and basic function as Chun's grounded throw.

  • Very good range for an air throw.


Click to toggle throwbox data.

Grounded Throw

ChunLi throwb.png ChunLi throw.png ChunLi throwf.png

Air Throw

ChunLi airthrow.png

--Raisin (March 12, 2007), some info courtesy T.Akiba

Special Moves

Kikoken

Kikoken
Fireball
[4]]6P / Cb.pngF.png+P.png
ChunLi fb11jab.png
Lp.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
17[1] 5~11 90 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
5 75 42* 47 Dependent 5


Mp.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
18[1] 7~13 90 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
5 45 40* 45 Dependent 5


Hp.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
20[1] 7~13 90 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
5 31 38* 43 Dependent 5

Chun-Li puts her back into a fireball.

  • Damage and speed increases with strength.
  • The fireball will travel a set distance, which decreases with strength (along with Chun's recovery frames).
  • Due to a glitch, it's possible to change the recovery of any Kikoken to that of a Fierce by either whiffing or kara-canceling a Fierce or Roundhouse normal. You can read more about it here.
  • This move has the best startup for a fireball in the game by far, which helps tremendously stopping advancing moves like Honda's Headbutt.
  • This move works very well as an anti-air tool. Even if it trades, you score a full knockdown, which you can use to apply your strong wake-up game.

Click to toggle detailed hitbox data.

  • Startup:
ChunLi fb1.png ChunLi fb2.png ChunLi fb3.png ChunLi fb4.png ChunLi fb5.png
Frame Count 1 1 1 1 1
Simplified 5
  • Active
  • Jab Version:
ChunLi fb6.png ChunLi fb7jab.png ChunLi fb8jab.png ChunLi fb9jab.png ChunLi fb10jab.png ChunLi fb11jab.png
Frame Count 1 1 1 1 1 1...
Simplified 42
  • Strong Version:
ChunLi fb6.png ChunLi fb7strng.png ChunLi fb8strng.png ChunLi fb9strng.png ChunLi fb10strng.png ChunLi fb11strng.png
Frame Count 1 1 1 1 1 1...
Simplified 40
  • Fierce Version:
ChunLi fb6.png ChunLi fb7frc.png ChunLi fb8frc.png ChunLi fb9frc.png ChunLi fb10frc.png ChunLi fb11frc.png
Frame Count 1 1 1 1 1 1...
Simplified 38


  • Total Distance Traveled:
Jab: 222 pixels after 75 frames Strong: 176 pixels after 45 frames Fierce: 150 pixels after 31 frames
ChunLi fbjab.png ChunLi fbstrng.png ChunLi fbfrc.png

Hyakuretsukyaku

Hyakuretsukyaku
Lightning Legs
Press K.png Repeatedly
ChunLi ll3.png
ChunLi ll5.png
ChunLi ll7.png
ChunLi ll9.png
Lk.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
28[2] 5~11 100 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
4 ( 4(4)x5 )+3 minimum
4(4)x4 every cycle
4 51 minimum Dependent 4


Mk.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
30[2] 5~11 100 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
7 ( 2(2)x7 )+1 minimum
2(2)x4 every cycle
8 44 minimum Dependent 4


Hk.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
32[2] 5~11 100 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
10 1(1)x11 minimum
1(1)x4 every cycle
13 44 minimum Dependent 4

Chun-Li unleashes a flurry of kicks at lightning speed.

  • Continuing to mash the button after the move comes out will keep the move going indefinitely.
  • Will never combo into itself. Once this attack hits, subsequent hitboxes will whiff until your opponent can block.
  • Chun's legs are fully invulnerable, giving the move excellent priority.

General Strategies

  • Since your legs are invunlerable and your hurtboxes are moved backwards, this move will beat most other attacks in melee range. An important strategy is to use Lightning Legs to whiff punish attacks from afar, when your opponent is worried about throws, Strong punches, and Forward kicks.
  • This move also works great as an okizeme option, provided you space your move properly to avoid a reversal.

Click to toggle detailed hitbox data.

  • Startup:
ChunLi ll1&12.png ChunLi ll2&11.png
Frame Count (Short) 1 3
Simplified (Short) 4
Frame Count (Forward) 3 4
Simplified (Forward) 7
Frame Count (Rh) 4 6
Simplified (Rh) 10
  • Active:
ChunLi ll3.png ChunLi ll4.png ChunLi ll5.png ChunLi ll6&10.png
Frame Count (Short) 4 4 4 4
Frame Count (Forward) 2 2 2 2
Frame Count (Rh) 1 1 1 1


ChunLi ll7.png ChunLi ll8.png ChunLi ll9.png ChunLi ll6&10.png
Frame Count (Short) 4 4 4 4
Frame Count (Forward) 2 2 2 2
Frame Count (Rh) 1 1 1 1

NOTE: The diagram shown refers to one complete cycle of the Lightning Legs animation. The minimal durations for each are as follows:

  • The LK version will make a full cycle once, then will stop at frame 3 of the third cell. (35 frames in total)
  • The MK version will make a full cycle once, then will stop at frame 1 of the 7th cell. (29 frames in total)
  • The HK version will make 2 full cycles, then stop at the 6th cell. (22 frames in total)
  • Recovery:
ChunLi ll2&11.png ChunLi ll1&12.png
Frame Count (Short) 2 2
Simplified (Short) 4
Frame Count (Forward) 4 4
Simplified (Forward) 8
Frame Count (Rh) 6 6
Simplified (Rh) 12

Tenshokyaku

Tenshokyaku
Upkicks
[2]8K / Cd.pngU.png+K.png
ChunLi upk2.png
ChunLi upk6shrt 6frwrd 5&15rh.png
ChunLi upk11shrt 11frwrd 10&20rh.png
They go up, and they kick. That's why everyone calls 'em Upkicks.
Lk.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
12[2] x 3 0~4 x 3 20 x 3 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
6 4(4)4(8)4 37 67 -39/Hard Down 8
  • Invincible on frames 1-10.
Mk.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
12[2] x 3 0~4 x 3 20 x 3 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
4 4(4)4(8)4(8)4 34 74 -48/Hard Down 8
  • Invincible on frames 1-8.
Hk.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
12[2] x 3 0~4 x 3 20 x 3 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
2 2(4)4(8)4(8)4(8)4 23 71 -42/Hard Down 8
  • Invincible on frames 1-4


Chun-Li rises into the air, unleashing a torrent of tornado kicks.

  • Chun is considered airborne for the entire move.
  • This move causes a 3 hit juggle state. Despite Forward and Roundhouse having more than 3 hitboxes, it can still only juggle 3 times in the air.
  • This move does not have any grounded recovery frames, allowing for blocking and counter throws as soon as you land.


General Strategies

  • The Roundhouse version is your go-to reversal outside of Super. It can't be safe jumped due to the 2 frame startup and can also thwart meaty crossups.

Click to toggle detailed hitbox data.

  • Short Version:
ChunLi upk1.png ChunLi upk2.png ChunLi upk3shrt 3frwrd.png ChunLi upk4shrt 4frwrd 3&13rh.png ChunLi upk5shrt 5frwrd 4&14rh.png ChunLi upk6shrt 6frwrd 5&15rh.png ChunLi upk7shrt 7frwrd 6&16rh.png ChunLi upk8shrt 8frwrd 7&17rh.png ChunLi upk9shrt 9&14frwrd 8&18rh.png ChunLi upk10shrt 10&15frwrd 9&19rh.png
Frame Count 6 4 1 1 2 4 2 2 2 2
Simplified 6 4 4 4 8
ChunLi upk11shrt 11frwrd 10&20rh.png ChunLi upk12shrt 12&17frwrd 11&21rh.png ChunLi upk13shrt 13&18frwrd 12&22rh.png ChunLi upk14shrt 19frwrd 23rh.png ChunLi upk15shrt 20frwrd 24rh.png ChunLi upk16shrt 21frwrd 25rh.png
Frame Count 4 3 3 3 24 4
Simplified 4 37


  • Forward Version


ChunLi upk1.png ChunLi upk2.png ChunLi upk3shrt 3frwrd.png ChunLi upk4shrt 4frwrd 3&13rh.png ChunLi upk5shrt 5frwrd 4&14rh.png ChunLi upk6shrt 6frwrd 5&15rh.png ChunLi upk7shrt 7frwrd 6&16rh.png ChunLi upk8shrt 8frwrd 7&17rh.png ChunLi upk9shrt 9&14frwrd 8&18rh.png ChunLi upk10shrt 10&15frwrd 9&19rh.png
Frame Count 4 4 1 1 2 4 2 2 2 2
Simplified 4 4 4 4 8
ChunLi upk11shrt 11frwrd 10&20rh.png ChunLi upk12shrt 12&17frwrd 11&21rh.png ChunLi upk13shrt 13&18frwrd 12&22rh.png ChunLi upk9shrt 9&14frwrd 8&18rh.png ChunLi upk10shrt 10&15frwrd 9&19rh.png ChunLi upk16frwrd.png
Frame Count 4 2 2 2 2 4
Simplified 4 8 4
ChunLi upk12shrt 12&17frwrd 11&21rh.png ChunLi upk13shrt 13&18frwrd 12&22rh.png ChunLi upk14shrt 19frwrd 23rh.png ChunLi upk15shrt 20frwrd 24rh.png ChunLi upk16shrt 21frwrd 25rh.png
Frame Count 2 2 3 21 6
Simplified 34


  • Roundhouse Version:


ChunLi upk1.png ChunLi upk2.png ChunLi upk4shrt 4frwrd 3&13rh.png ChunLi upk5shrt 5frwrd 4&14rh.png ChunLi upk6shrt 6frwrd 5&15rh.png ChunLi upk7shrt 7frwrd 6&16rh.png ChunLi upk8shrt 8frwrd 7&17rh.png ChunLi upk9shrt 9&14frwrd 8&18rh.png ChunLi upk10shrt 10&15frwrd 9&19rh.png ChunLi upk11shrt 11frwrd 10&20rh.png
Frame Count 4 2 2 2 2 4 2 2 2 2 4
Simplified 2 2 4 4 8 4
ChunLi upk12shrt 12&17frwrd 11&21rh.png ChunLi upk13shrt 13&18frwrd 12&22rh.png ChunLi upk4shrt 4frwrd 3&13rh.png ChunLi upk5shrt 5frwrd 4&14rh.png ChunLi upk6shrt 6frwrd 5&15rh.png ChunLi upk7shrt 7frwrd 6&16rh.png ChunLi upk8shrt 8frwrd 7&17rh.png ChunLi upk9shrt 9&14frwrd 8&18rh.png ChunLi upk10shrt 10&15frwrd 9&19rh.png
Frame Count 2 2 2 2 4 2 2 2 2
Simplified 8 4 8
ChunLi upk11shrt 11frwrd 10&20rh.png ChunLi upk12shrt 12&17frwrd 11&21rh.png ChunLi upk13shrt 13&18frwrd 12&22rh.png ChunLi upk14shrt 19frwrd 23rh.png ChunLi upk15shrt 20frwrd 24rh.png ChunLi upk16shrt 21frwrd 25rh.png
Frame Count 4 3 3 3 7 7
Simplified 4 23

Oicho Throw

Oicho Throw
6324P
Qcfd.pngB.png + P.png
Ssf2t honda oicho.png
Who needs shading with mixups like these?
Damage Dizzy Dizzy Time Cancel Guard Act. Range
16[1] + 28[1] (L)
18[1] + 30 [1] (M)
20[1] + 32[1] (H)
7~13 x 2 100 x 2 None Grab N/A
Startup Active Recovery Total Frame Adv. Meter
0 1 Dependent 1 Dependent 12

Honda slams his opponent to the ground, then follows up with a buttslam.

  • Honda's main offensive weapon. Easy to tick into, great damage, high dizzy.
  • Affected by the Input Storing Glitch. 4 can be held as long as you want before performing the move.
  • The Input Storing Glitch allows this move to be a powerful defensive tool as well. (See Strategies for more info.)
  • You can Negative Edge this move to create a command grab with essentially 0 recovery frames.
  • NOTE: The Input Storing Glitch was fixed in Hyper Street Fighter 2. An alternate version of Honda with the glitch restored can be selected by holding Start and selecting the Super Turbo/Super X version of Honda.

Click to toggle detailed throwbox data.


EHonda oicho.png EHonda oichocr.png

Super Combo

Super Killer Head Ram
[4]646P
Cb.pngF.pngB.pngF.png + P.png
EHonda super4.png
EHonda super5.png
EHonda super11.png
EHonda super12.png
It's Super Killer, but you're the one who's probably getting killed.
Damage Dizzy Dizzy Time Cancel Guard Act. Range
20[2] x 4 0~4 x 4 20 x 4 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
6 54(7)54 25 146 -13 (Second Attack)/ Hard Knockdown* -

Honda brings out the big guns: One of the worst Super Combos in the game.

  • Affected by the Input Storing glitch. The second Forward can be held as long as you need before performing the move.
    • NOTE: The Input Storing Glitch was fixed in Hyper Street Fighter 2. An alternate version of Honda with the glitch restored can be selected by holding Start and selecting the Super Turbo/Super X version of Honda.
  • Invincible on frames 1-7. Honda only has 1 invincible hitbox frame, compared to the 3 on his jab Headbutt.
  • Extremely unsafe on block (Some characters can DP after blocking the first hit, others can punish after blocking both).
  • If used at point blank range, this move will occasionally shoot straight through your opponent.
  • The second hit will occasionally miss, seemingly at random.
  • Can go through projectiles.
  • Will not knock down if the first hit results in a "gut reel" hitstun animation. This is obviously a downside in most cases, but it can be an occasional upside since you're right in Oicho range.


General Strategies

  • You can store the super motion to use as a walking anti-air. This one frame is still a lot larger than Jab Headbutt's hitbox, letting you catch several things that a regular Jab Headbutt can't catch.

Click to toggle detailed hitbox data.

EHonda super1.png EHonda super2.png EHonda super3.png EHonda super4.png EHonda super5.png
Frame Count 1 [18] + 4 1 1 53?
Simplified 6 1 53?


EHonda super6&13 superlands1.png EHonda super7&14 superlands2.png EHonda super8&15 superlands3.png EHonda super9.png EHonda super10.png EHonda super11.png EHonda super12.png
Frame Count 1 1 1 3 1 1 53?
Simplified 7 1 53?
  • Recovery/Knockback:
EHonda super6&13 superlands1.png EHonda super7&14 superlands2.png EHonda super8&15 superlands3.png EHonda super16 superlands4.png EHonda super17 superlands5.png EHonda super18 superlands6.png EHonda super19 superlands7.png
Frame Count 4 4 4 8 2 2 1
Simplified 25

Misc Animations

Jump Animations

  • Prejump:
EHonda bj1 nj1 fj1.png EHonda bj2 nj2 fj2.png EHonda bj3 nj3 fj3.png
Frame Count 2 2 1
Simplified 5
  • Neutral/Back Jump, Airborne + Landing:
EHonda bj4 nj4 fj4.png EHonda bj5&11 nj5&11.png EHonda bj6&10 nj6&10.png EHonda bj7&9 nj7&9.png EHonda bj8 nj8.png EHonda bj7&9 nj7&9.png EHonda bj6&10 nj6&10.png EHonda bj5&11 nj5&11.png EHonda bj12 nj12.png EHonda bj13 nj13 fj12.png
Frame Count (Neutral) 1 10 5 5 5 5 5 8 1 7*
Simplified (Neutral) 1 43 1 7*
Frame Count (Back) 1 10 5 5 5 5 5 8 1 7*
Simplified (Back) 1 43 1 7*
  • Forward Jump, Airborne + Landing:
EHonda bj4 nj4 fj4.png EHonda fj5.png EHonda fj6.png EHonda fj7.png EHonda fj8.png EHonda fj9.png EHonda fj10.png EHonda fj11.png EHonda bj13 nj13 fj12.png
Frame Count 1 10 6 4 4 6 12 1 7*
Simplified 1 42 1 7*

Honda has the slowest prejump animation on the game. This is part of the reason why he suffers so much to get in vs projectile zoners. With that said, knowing how to jump correctly can make these matchups less annoying.
First of all, you'll be jumping neutrally frequently, since it will not always be possible to jump forward safely. Looking at Honda's Neutral Jump hurtboxes, it's easy to notice that the last 9 frames of the jump animation have the leg hurtbox positioned very low, which will make jumping over projectiles extra hard. To deal with that, it's wise to do a move that reduces Honda's hurtboxes during that time, so you can avoid having big vulnerable hurtboxes. A good option is to press HK as soon as you hit the apex of the jump, that way you'll not only have very small "lower-back" hurtboxes through out the entirety of the jump, but also may trigger the opponents proximity block. This is extra effective with Old Honda, as his Neutral Jumping Roundhouse has amazing priority at the front. New Honda can also control the horizontal movement of the Neutral Jump if he does a Fierce, but keep in mind that Neutral Jumping Fierce have bigger "lower-back" hurtboxes, leaving him more vulnerable to projectiles. It's also optimal to activate Fierce a little before Honda hits the apex of the jump so it's possible to steer the maximum possible.
As for forward jumps, an important thing to be aware of is how his hurtboxes are positioned on the last 13 frames of the jump. Take a look at the hitbox images above, did you notice how Honda's hurtboxes are way less vulnerable at his front than if he did a move? Just compare the forward edge of the pushbox (green box) which is the same on all jumping animations, with the edge of the closest hurtbox (blue box) on all diagonal jumping animations (empty jump + diagonal jumping normals). A well spaced empty jump can be usefull if the opponent defaults to non sweep anti airs, as this can make these anti airs simply whiff (e.g. vs a Dee Jay that defaults to Upkick anti air when he has charge). This trick can be just what Honda needs to finally get in and apply his extremelly strong close range pressure. Of course, if the opponent is aware of this, he may counter it appropriately, but then Honda can just jump with one of his good anti-anti-air normals instead, creating a mix-up situation.

The landing recovery has a special property which allows it to be canceled into certain actions. At the first landing frame, you can perform throws (including command throws), and on the second landing frame, you can start another jump, attack with a normal or special move, or block. Blocking not being until the second landing frame, as well as hitbox-hurtbox interactions having priority over throwbox-throw hurtbox is why sweeps work as anti airs in this game.
Things are different when jumping over your opponent, however. In that situation it's possible to walk back/forward, to jump again or to even block on the first landing frame! Strangely, if a throw is timed on the first landing frame of a jump that crosses over, a throwbox will never come out, even though that input will result in a normal coming out 2 frames later (like it normally would). Anyway, being able to block on the first landing frame can help a little bit on some safe jump crossup setups, or maybe in other situations as well if your character has a huge jump arc.

Game Navigation

General
Controls and Notation
System
HUD
FAQ
New Characters
Balrog
Blanka
Cammy
Chun-Li
Dee Jay
Dhalsim
E. Honda
Fei Long
Guile
Ken
M. Bison
Ryu
Sagat
T. Hawk
Vega
Zangief
Akuma
Old Characters
O. Balrog
O. Blanka
O. Cammy
O. Chun-Li
O. Dee Jay
O. Dhalsim
O. E. Honda
O. Fei Long
O. Guile
O. Ken
O. M. Bison
O. Ryu
O. Sagat
O. T. Hawk
O. Vega
O. Zangief