ReckyDaGuy (talk | contribs) No edit summary |
ReckyDaGuy (talk | contribs) No edit summary |
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|guard = Mid | |guard = Mid | ||
|startup = 4 | |startup = 4 | ||
|active = | |active = ( 4(4)x5 )+3 minimum<br>4(4)x4 every cycle | ||
|recovery = 4 | |recovery = 4 | ||
|total = {{Tooltip | text= | |total = {{Tooltip | text=51 minimum | hovertext= 40 + (32 x each cycle) if multiple cycles are mashed out.}} | ||
|frameAdv = | |frameAdv = Dependent | ||
|actrange = N/A | |actrange = N/A | ||
|meter = 4 | |meter = 4 | ||
|description= | |description= <br> | ||
}} | }} | ||
{{AttackData-SSF2T | {{AttackData-SSF2T | ||
|version = {{Icon-Capcom| | |version = {{Icon-Capcom|mk}} | ||
|damage = 30[2 | |damage = 30[2] | ||
|dizzy= | |dizzy= 5~11 | ||
|dizzytime= 100 | |dizzytime= 100 | ||
|cancel = None | |cancel = None | ||
|guard = Mid | |guard = Mid | ||
|startup = | |startup = 7 | ||
|active = | |active = ( 2(2)x7 )+1 minimum<br>2(2)x4 every cycle | ||
|recovery = | |recovery = 8 | ||
|total = {{Tooltip | text= | |total = {{Tooltip | text=44 minimum | hovertext= 31 + (16 x each cycle) if multiple cycles are mashed out.}} | ||
|frameAdv = | |frameAdv = Dependent | ||
|actrange = N/A | |actrange = N/A | ||
|meter = | |meter = 4 | ||
|description= | |description= <br> | ||
}} | }} | ||
{{AttackData-SSF2T | {{AttackData-SSF2T | ||
|version = {{Icon-Capcom| | |version = {{Icon-Capcom|hk}} | ||
|damage = 32[ | |damage = 32[2] | ||
|dizzy= | |dizzy= 5~11 | ||
|dizzytime= 100 | |dizzytime= 100 | ||
|cancel = None | |cancel = None | ||
|guard = Mid | |guard = Mid | ||
|startup = | |startup = 10 | ||
|active = | |active = 1(1)x11 minimum<br>1(1)x4 every cycle | ||
|recovery = {{ | |recovery = {{tooltip|text=13|hovertext=Includes the last inactive frame of the move.}} | ||
|total = {{Tooltip | text= | |total = {{Tooltip | text=44 minimum | hovertext= 31 + (8 x each cycle) if multiple cycles are mashed out.}} | ||
|frameAdv = | |frameAdv = Dependent | ||
|actrange = N/A | |actrange = N/A | ||
|meter = | |meter = 4 | ||
|description= | |description= 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''' | '''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. | |||
* | |||
Line 1,738: | Line 1,727: | ||
}} | }} | ||
<span class="mw-customtoggle- | <span class="mw-customtoggle-legs" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | ||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible- | <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-legs"> | ||
*<b>Startup:</b> | *<b>Startup:</b> | ||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell|}} |{{ | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_ll1&12.png}} |{{STDiagramImageCell| 1 | ChunLi_ll2&11.png}} | ||
|- | |- | ||
{{STDiagramCell| Frame Count ( | {{STDiagramCell| Frame Count (Short)}} |{{STDiagramCell| 1}} |{{STDiagramCell| 3}} | ||
|- | |- | ||
{{STDiagramCell| Simplified ( | {{STDiagramCell| Simplified (Short)}} |{{STDiagramCellColSpan| 2 | 4}} | ||
|- | |- | ||
{{STDiagramCell| Frame Count ( | {{STDiagramCell| Frame Count (Forward)}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} | ||
|- | |- | ||
{{STDiagramCell| Simplified ( | {{STDiagramCell| Simplified (Forward)}} |{{STDiagramCellColSpan| 2 | 7}} | ||
|- | |- | ||
{{STDiagramCell| Frame Count ( | {{STDiagramCell| Frame Count (Rh)}} |{{STDiagramCell| 4}} |{{STDiagramCell| 6}} | ||
|- | |- | ||
{{STDiagramCell| Simplified ( | {{STDiagramCell| Simplified (Rh)}} |{{STDiagramCellColSpan| 2 | 10}} | ||
|} | |} | ||
*<b>Active:</b> | *<b>Active:</b> | ||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_ll3.png}} |{{STDiagramImageCell| 1 | ChunLi_ll4.png}} |{{STDiagramImageCell| 1 | ChunLi_ll5.png}} |{{STDiagramImageCell| 1 | ChunLi_ll6&10.png}} | ||
|- | |||
{{STDiagramCell| Frame Count (Short)}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} | |||
|- | |- | ||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| | {{STDiagramCell| Frame Count (Forward)}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} | ||
|- | |- | ||
{{STDiagramCell| | {{STDiagramCell| Frame Count (Rh)}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} | ||
|} | |} | ||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_ll7.png}} |{{STDiagramImageCell| 1 | ChunLi_ll8.png}} |{{STDiagramImageCell| 1 | ChunLi_ll9.png}} |{{STDiagramImageCell| 1 | ChunLi_ll6&10.png}} | ||
|- | |||
{{STDiagramCell| Frame Count (Short)}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} | |||
|- | |- | ||
{{STDiagramCell| Frame Count ( | {{STDiagramCell| Frame Count (Forward)}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} | ||
|- | |- | ||
{{STDiagramCell| Frame Count ( | {{STDiagramCell| Frame Count (Rh)}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 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) | |||
*<b>Recovery:</b> | *<b>Recovery:</b> | ||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_ll2&11.png}} |{{STDiagramImageCell| 1 | ChunLi_ll1&12.png}} | ||
|- | |||
{{STDiagramCell| Frame Count (Short)}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} | |||
|- | |- | ||
{{STDiagramCell| | {{STDiagramCell| Simplified (Short)}} |{{STDiagramCellColSpan| 2 | 4}} | ||
|- | |- | ||
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| | {{STDiagramCell| Frame Count (Forward)}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} | ||
|- | |||
{{STDiagramCell| Simplified (Forward)}} |{{STDiagramCellColSpan| 2 | 8}} | |||
|- | |||
{{STDiagramCell| Frame Count (Rh)}} |{{STDiagramCell| 6}} |{{STDiagramCell| 6}} | |||
|- | |||
{{STDiagramCell| Simplified (Rh)}} |{{STDiagramCellColSpan| 2 | 12}} | |||
|} | |} | ||
</div> | </div> | ||
=== <span class="invisible-header"> | === <span class="invisible-header">Tenshokyaku</span> === | ||
{{MoveData | {{MoveData | ||
| name = | | name = Tenshokyaku | ||
| input = {{tooltip|text=[2]8K / {{cd}}{{u}}+{{k}}|hovertext=Detailed Input: (Charge ↓/↙/↘ for at least 60f, [7~14f] ↑/↖/↗ [10/9/7/5f] Short/Forward/Roundhouse/any K if you are at a jumpable state. It is needed to wait at least 1 frame after leaving the charge direction to enter with the K button)}} | | input = {{tooltip|text=[2]8K / {{cd}}{{u}}+{{k}}|hovertext=Detailed Input: (Charge ↓/↙/↘ for at least 60f, [7~14f] ↑/↖/↗ [10/9/7/5f] Short/Forward/Roundhouse/any K if you are at a jumpable state. It is needed to wait at least 1 frame after leaving the charge direction to enter with the K button)}} | ||
| subtitle = | | subtitle = Upkicks | ||
| image = | | image = ChunLi_upk2.png | ||
| imageSize = | | imageSize = 87x96px | ||
| caption = | | caption = | ||
| image2 = | | image2 = ChunLi_upk6shrt_6frwrd_5&15rh.png | ||
| imageSize2 = | | imageSize2 = 83x133px | ||
| caption2 = | | caption2 = | ||
| image3 = ChunLi_upk11shrt_11frwrd_10&20rh.png | |||
| imageSize3 = 120x135px | |||
| caption3 = They go up, and they kick. That's why everyone calls 'em Upkicks. | |||
| data = | | data = | ||
{{AttackData-SSF2T | {{AttackData-SSF2T | ||
|version = {{Icon-Capcom|lk}} | |version = {{Icon-Capcom|lk}} | ||
|damage = | |damage = 12[2] x 3 | ||
|dizzy= | |dizzy= 0~4 x 3 | ||
|dizzytime= | |dizzytime= 20 x 3 | ||
|cancel = None | |cancel = None | ||
|guard = Mid | |guard = Mid | ||
|startup = | |startup = 6 | ||
|active = | |active = 4(4)4(8)4 | ||
|recovery = | |recovery = 37 | ||
|total = | |total = 67 | ||
|frameAdv = | |frameAdv = -39/Hard Down | ||
|actrange = N/A | |actrange = N/A | ||
|meter = | |meter = 8 | ||
|description= | |description= *Invincible on frames 1-10. | ||
*Invincible on frames 1- | |||
}} | }} | ||
{{AttackData-SSF2T | {{AttackData-SSF2T | ||
|version = {{Icon-Capcom|mk}} | |version = {{Icon-Capcom|mk}} | ||
|damage = | |damage = 12[2] x 3 | ||
|dizzy= | |dizzy= 0~4 x 3 | ||
|dizzytime= | |dizzytime= 20 x 3 | ||
|cancel = None | |cancel = None | ||
|guard = Mid | |guard = Mid | ||
|startup = | |startup = 4 | ||
|active = | |active = 4(4)4(8)4(8)4 | ||
|recovery = | |recovery = 34 | ||
|total = | |total = 74 | ||
|frameAdv = | |frameAdv = -48/Hard Down | ||
|actrange = N/A | |actrange = N/A | ||
|meter = | |meter = 8 | ||
|description= | |description= *Invincible on frames 1-8. | ||
*Invincible on frames 1- | |||
}} | }} | ||
{{AttackData-SSF2T | {{AttackData-SSF2T | ||
|version = {{Icon-Capcom|hk}} | |version = {{Icon-Capcom|hk}} | ||
|damage = | |damage = 12[2] x 3 | ||
|dizzy= | |dizzy= 0~4 x 3 | ||
|dizzytime= | |dizzytime= 20 x 3 | ||
|cancel = None | |cancel = None | ||
|guard = | |guard = Mid | ||
|startup = | |startup = 2 | ||
|active = | |active = 2(4)4(8)4(8)4(8)4 | ||
|recovery = | |recovery = 23 | ||
|total = | |total = 71 | ||
|frameAdv = | |frameAdv = {{tooltip|text=-42/Hard Down|hovertext=2 hits blocked. Tested on New Ken.}} | ||
|actrange = N/A | |actrange = N/A | ||
|meter = | |meter = 8 | ||
|description= | |description= *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''' | '''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. | ||
}} | }} | ||
}} | }} | ||
<span class="mw-customtoggle- | <span class="mw-customtoggle-tenshokyaku" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | ||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible- | <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-tenshokyaku"> | ||
*<b> | *<b>Short Version:</b> | ||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_upk1.png}} |{{STDiagramImageCell| 1 | ChunLi_upk2.png}} |{{STDiagramImageCell| 1 | ChunLi_upk3shrt_3frwrd.png}} |{{STDiagramImageCell| 1 | ChunLi_upk4shrt_4frwrd_3&13rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk5shrt_5frwrd_4&14rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk6shrt_6frwrd_5&15rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk7shrt_7frwrd_6&16rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk8shrt_8frwrd_7&17rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk9shrt_9&14frwrd_8&18rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk10shrt_10&15frwrd_9&19rh.png}} | ||
|- | |- | ||
{{STDiagramCell| Frame Count | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} | ||
|- | |- | ||
{{STDiagramCell| Simplified | {{STDiagramCell| Simplified}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 3 |4}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan|4| 8}} | ||
|} | |||
{{STDiagramHeader}} | |||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_upk11shrt_11frwrd_10&20rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk12shrt_12&17frwrd_11&21rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk13shrt_13&18frwrd_12&22rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk14shrt_19frwrd_23rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk15shrt_20frwrd_24rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk16shrt_21frwrd_25rh.png}} | |||
|- | |- | ||
{{STDiagramCell| Frame Count | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 24}} |{{STDiagramCell| 4}} | ||
|- | |- | ||
{{STDiagramCell| Simplified | {{STDiagramCell| Simplified}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 5 | 37}} | ||
|} | |} | ||
*<b> | |||
*<b>Forward Version</b> | |||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_upk1.png}} |{{STDiagramImageCell| 1 | ChunLi_upk2.png}} |{{STDiagramImageCell| 1 | ChunLi_upk3shrt_3frwrd.png}} |{{STDiagramImageCell| 1 | ChunLi_upk4shrt_4frwrd_3&13rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk5shrt_5frwrd_4&14rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk6shrt_6frwrd_5&15rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk7shrt_7frwrd_6&16rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk8shrt_8frwrd_7&17rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk9shrt_9&14frwrd_8&18rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk10shrt_10&15frwrd_9&19rh.png}} | ||
|- | |- | ||
{{STDiagramCell| Frame Count | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} | ||
|- | |- | ||
{{STDiagramCell| Simplified | {{STDiagramCell| Simplified}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 3 |4}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan|4| 8}} | ||
|} | |||
{{STDiagramHeader}} | |||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_upk11shrt_11frwrd_10&20rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk12shrt_12&17frwrd_11&21rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk13shrt_13&18frwrd_12&22rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk9shrt_9&14frwrd_8&18rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk10shrt_10&15frwrd_9&19rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk16frwrd.png}} | |||
|- | |- | ||
{{STDiagramCell| Frame Count | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 4}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} | ||
|- | |- | ||
{{STDiagramCell| Simplified | {{STDiagramCell| Simplified}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 4 | 8}} |{{STDiagramCell| 4}} | ||
|} | |} | ||
{{STDiagramHeader}} | |||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_upk12shrt_12&17frwrd_11&21rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk13shrt_13&18frwrd_12&22rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk14shrt_19frwrd_23rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk15shrt_20frwrd_24rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk16shrt_21frwrd_25rh.png }} | |||
|- | |||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 21}} |{{STDiagramCell| 6}} | |||
|- | |||
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 5 | 34}} | |||
|} | |||
*<b>Roundhouse Version:</b> | |||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_upk1.png}} |{{STDiagramImageCell| 1 | ChunLi_upk2.png}} |{{STDiagramImageCell| 1 | ChunLi_upk4shrt_4frwrd_3&13rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk5shrt_5frwrd_4&14rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk6shrt_6frwrd_5&15rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk7shrt_7frwrd_6&16rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk8shrt_8frwrd_7&17rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk9shrt_9&14frwrd_8&18rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk10shrt_10&15frwrd_9&19rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk11shrt_11frwrd_10&20rh.png}} | ||
|- | |- | ||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 4}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} | ||
|- | |- | ||
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| | {{STDiagramCell| Simplified}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCellColSpan| 2 |4}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 4 | 8}} |{{STDiagramCell| 4}} | ||
|} | |} | ||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_upk12shrt_12&17frwrd_11&21rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk13shrt_13&18frwrd_12&22rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk4shrt_4frwrd_3&13rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk5shrt_5frwrd_4&14rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk6shrt_6frwrd_5&15rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk7shrt_7frwrd_6&16rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk8shrt_8frwrd_7&17rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk9shrt_9&14frwrd_8&18rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk10shrt_10&15frwrd_9&19rh.png}} | ||
|- | |- | ||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} | ||
|- | |- | ||
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 4 | | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 4 | 8}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 4 | 8}} | ||
|} | |} | ||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | ChunLi_upk11shrt_11frwrd_10&20rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk12shrt_12&17frwrd_11&21rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk13shrt_13&18frwrd_12&22rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk14shrt_19frwrd_23rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk15shrt_20frwrd_24rh.png}} |{{STDiagramImageCell| 1 | ChunLi_upk16shrt_21frwrd_25rh.png }} | ||
|- | |- | ||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 7}} |{{STDiagramCell| 7}} | ||
|- | |||
{{STDiagramCell| Simplified}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 5 | 23}} | |||
|} | |} | ||
</div> | </div> | ||
Revision as of 01:42, 26 February 2023
Normal Moves
Disclaimer: To better understand the diagrams, read this.
Standing Normals
cl.lp
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.
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frlp
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.
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Click to toggle detailed hitbox data.
cl.mp
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.
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Click to toggle detailed hitbox data.
frmp
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.
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Click to toggle detailed hitbox data.
clhp
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.
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Click to toggle detailed hitbox data.
frhp
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.
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Click to toggle detailed hitbox data.
cllk
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.
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Click to toggle detailed hitbox data.
frlk
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.
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Click to toggle detailed hitbox data.
clmk
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.
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Click to toggle detailed hitbox data.
frmk
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.
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Click to toggle detailed hitbox data.
clhk
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.
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Click to toggle detailed hitbox data.
frhk
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.
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Click to toggle detailed hitbox data.
Crouching Normals
crlp
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.
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Click to toggle detailed hitbox data.
crmp
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.
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Click to toggle detailed hitbox data.
crhp
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.
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Click to toggle detailed hitbox data.</span>
crlk
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.
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Click to toggle detailed hitbox data.
frmk
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.
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Click to toggle detailed hitbox data.
crhk
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.
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Click to toggle detailed hitbox data.
Jumping Normals
njlp
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.
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Click to toggle detailed hitbox data.
djlp
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.
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Click to toggle detailed hitbox data.
njmp
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.
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Click to toggle detailed hitbox data.
djmp
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.
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Click to toggle detailed hitbox data.
njhp
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.
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Click to toggle detailed hitbox data.
djhp
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.
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Click to toggle detailed hitbox data.
njlk
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.
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Click to toggle detailed hitbox data.
djlk
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.
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Click to toggle detailed hitbox data.
njmk
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.
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Click to toggle detailed hitbox data.
djmk
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.
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Click to toggle detailed hitbox data.
njhk
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.
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Click to toggle detailed hitbox data.
djhk
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.
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Click to toggle detailed hitbox data.
Command Normals
Sankaku Tobi (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.
Rear Spin Kick
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.
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Click to toggle detailed hitbox data.
Kyakukyakuraku
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.
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Click to toggle detailed hitbox data.
Flying Sumo Press
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.
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Click to toggle detailed hitbox data.
Throws
Chun-Li can throw with and
. She also has an air throw, performed with the same buttons.
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.
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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.
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Click to toggle throwbox data.
--Raisin (March 12, 2007), some info courtesy T.Akiba
Special Moves
Kikoken
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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 | |
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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 | |
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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.
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Click to toggle detailed hitbox data.
- Startup:
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Frame Count | 1 | 1 | 1 | 1 | 1 |
Simplified | 5 |
- Active
- Jab Version:
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Frame Count | 1 | 1 | 1 | 1 | 1 | 1... |
Simplified | 42 |
- Strong Version:
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Frame Count | 1 | 1 | 1 | 1 | 1 | 1... |
Simplified | 40 |
- Fierce Version:
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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 |
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Hyakuretsukyaku
Click to toggle detailed hitbox data.
- Startup:
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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:
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Frame Count (Short) | 4 | 4 | 4 | 4 |
Frame Count (Forward) | 2 | 2 | 2 | 2 |
Frame Count (Rh) | 1 | 1 | 1 | 1 |
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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:
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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
Click to toggle detailed hitbox data.
- Short Version:
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Frame Count | 6 | 4 | 1 | 1 | 2 | 4 | 2 | 2 | 2 | 2 |
Simplified | 6 | 4 | 4 | 4 | 8 |
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Frame Count | 4 | 3 | 3 | 3 | 24 | 4 |
Simplified | 4 | 37 |
- Forward Version
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Frame Count | 4 | 4 | 1 | 1 | 2 | 4 | 2 | 2 | 2 | 2 |
Simplified | 4 | 4 | 4 | 4 | 8 |
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Frame Count | 4 | 2 | 2 | 2 | 2 | 4 |
Simplified | 4 | 8 | 4 |
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Frame Count | 2 | 2 | 3 | 21 | 6 |
Simplified | 34 |
- Roundhouse Version:
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Frame Count | 4 | 2 | 2 | 2 | 2 | 4 | 2 | 2 | 2 | 2 | 4 |
Simplified | 2 | 2 | 4 | 4 | 8 | 4 |
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Frame Count | 2 | 2 | 2 | 2 | 4 | 2 | 2 | 2 | 2 |
Simplified | 8 | 4 | 8 |
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Frame Count | 4 | 3 | 3 | 3 | 7 | 7 |
Simplified | 4 | 23 |
Oicho Throw
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.
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Click to toggle detailed throwbox data.
Super Combo
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.
General Strategies
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Click to toggle detailed hitbox data.
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Frame Count | 1 | [18] + 4 | 1 | 1 | 53? |
Simplified | 6 | 1 | 53? |
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Frame Count | 1 | 1 | 1 | 3 | 1 | 1 | 53? |
Simplified | 7 | 1 | 53? |
- Recovery/Knockback:
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Frame Count | 4 | 4 | 4 | 8 | 2 | 2 | 1 |
Simplified | 25 |
Misc Animations
Jump Animations
- Prejump:
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Frame Count | 2 | 2 | 1 |
Simplified | 5 |
- Neutral/Back Jump, Airborne + Landing:
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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:
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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.