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===== <span class="invisible-header"> | ===== <span class="invisible-header">Amazon River Run</span> ===== | ||
{{MoveData | {{MoveData | ||
| name = Amazon River Run | | name = Amazon River Run | ||
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{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Blanka_sld1&3.png}} |{{STDiagramImageCell| 1 | Blanka_sld2.png}} |{{STDiagramImageCell| 1 | Blanka_sld1&3.png}} |{{STDiagramImageCell| 1 | Blanka_sld4.png}} |{{STDiagramImageCell| 1 | Blanka_sld5.png}} |{{STDiagramImageCell| 1 | Blanka_sld6.png}} | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | Blanka_sld1&3.png}} |{{STDiagramImageCell| 1 | Blanka_sld2.png}} |{{STDiagramImageCell| 1 | Blanka_sld1&3.png}} |{{STDiagramImageCell| 1 | Blanka_sld4.png}} |{{STDiagramImageCell| 1 | Blanka_sld5.png}} |{{STDiagramImageCell| 1 | Blanka_sld6.png}} | ||
|- | |- | ||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 11}} |{{STDiagramCell| 16}} |{{STDiagramCell| 7}} |{{STDiagramCell| 5}} |{{STDiagramCell| 8}} |{{STDiagramCell| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 11}} |{{STDiagramCell| 16}} |{{STDiagramCell| 7}} |{{STDiagramCell| 5}} |{{STDiagramCell| 8}} |{{STDiagramCell| 1}} | ||
|- | |- | ||
{{STDiagramCell| Simplified}} |{{ | {{STDiagramCell| Simplified}} |{{STDiagramCell| 12}} |{{STDiagramCell| 16}} |{{STDiagramCellColSpan| 4 | 21}} | ||
|} | |} | ||
</div> | </div> | ||
==Throw== | ==Throw== |
Revision as of 20:58, 17 April 2023
Normal Moves
Disclaimer: To better understand the diagrams, read this.
Standing Normals
cl.lp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
14[0] | 0~5 | 40 | Special, Super | Mid | 0-40 |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
5 | 2 | 9 | 16 | +2 | 2/1 |
Blanka slaps his opponent.
|
Click to toggle detailed hitbox data.
frlp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
14[0] | 0~5 | 40 | Special, Super | Mid | 22+ |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
5 | 3 | 11 | 29 | -1 | 2/1 |
Another slap, now right handed.
|
Click to toggle detailed hitbox data.
cl.mp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
20[0] | 5~11 | 60 | Special, Super | Mid | 0-40 |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
3 | 4 | 3 | 10 | +11 | 4/3 |
A quick stab.
|
Click to toggle detailed hitbox data.
frmp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
20[0] | 5~11 | 60 | Special, Super | Mid | 41+ |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
6 | 2 | 7 | 15 | +9 | 4/3 |
A downwards swipe anti-air.
|
Click to toggle detailed hitbox data.
clhp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
26[1] | 10~16 | 80 | None | Mid | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
7 | 7 (4/3) | 18 | 32 | -3/+1 | 5/4 |
A two handed upwards claw swipe.
|
Click to toggle detailed hitbox data.
cllk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
14[0] | 0~5 | 40 | None | Mid | 0-43 |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
14 | 4 | 13 | 31 | -4 | 2/1 |
Blanka jumps in the air and knees his opponent.
|
Click to toggle detailed hitbox data.
- Startup/Active:
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Frame Count | 1 + 3 | 3 | 3 | 2 | 2 | 4 |
Simplified | 14 | 4 |
- Recovery:
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Frame Count | 3 | 3 | 3 | 3 | 1 |
Simplified | 13 |
frlk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
14[0] | 0~5 | 40 | None | Mid | 44+ |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
7 | 4 | 7 | 18 | +2 | 2/1 |
A spear kick with good range and incredible priority.
|
Click to toggle detailed hitbox data.
clmk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
22[0] x 2 | 5~11 x 2 | 60 x 2 | None | Mid | 0-46 |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
12 | 6 (2 + 4) | 13 | 31 | +1/+1(0) | 4/3 x 2 |
A double-hitting knee attack.
|
Click to toggle detailed hitbox data.
- Startup/Active:
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Frame Count | 1 + 3 | 3 | 3 | 2 | 2 | 4 |
Simplified | 12 | 2 | 4 |
- Recovery:
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Frame Count | 3 | 3 | 3 | 3 | 1 |
Simplified | 13 |
frmk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
22[0] | 5~11 | 60 | None | Mid | 47+ |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
7 | 4 | 7 | 18 | +7 | 4/3 |
A more acrobatic kick.
|
Click to toggle detailed hitbox data.
clhk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
28[1] | 10~16 | 80 | None | Mid | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
7 | 11 (6/5) | 21 | 39 | -10/-4 | 5/4 |
Blanka does a cool flip.
|
Click to toggle detailed hitbox data.
- Startup/Active:
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Frame Count | 1 + 3 | 3 | 6 | 5 |
Simplified | 7 | 11 |
- Recovery:
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Frame Count | 5 | 5 | 5 | 5 | 1 |
Simplified | 21 |
Crouching Normals
crlp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
12[0] | 0~5 | 40 | None | Mid | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
9 | 3 | 7 | 19 | +3 | 2/1 |
A claw swipe.
|
Click to toggle detailed hitbox data.
crmp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
20[0] | 5~11 | 60 | None | Mid | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
7 | 3 | 17 | 27 | -2 | 4/3 |
A more upwards claw swipe.
|
Click to toggle detailed hitbox data.
crhp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
26[1] | 10~16 | 80 | None | Mid | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
9 | 6 | 18 | 33 | -2 | 5/4 |
Blanka's long range crouching punch.
|
Click to toggle detailed hitbox data.
crlk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
12[0] | 0~5 | 40 | Special, Super | Low | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
5 | 4 | 7 | 16 | +2 | 2/1 |
A shorter range, safer version of crouching Forward.
|
Click to toggle detailed hitbox data.
frmk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
20[0] | 5~11 | 60 | Special, Super | Low | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
5 | 4 | 7 | 16 | +7 | 4/3 |
A pretty good kick.
|
Click to toggle detailed hitbox data.
crhk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
26[1] | 5~11 | 130 | None | Low | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
10 | 4 | 18 | 32 | 0/Down | 5/4 |
Blanka turns back and sweeps with one leg extended.
|
Click to toggle detailed hitbox data.
Jumping Normals
njlp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
14[1] | 1~7(-2) | 40 | None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
5 | 20 | ∞ | 25+∞ | Dependent | 2/1 |
A far reaching, torso twisting punch.
|
Click to toggle detailed hitbox data.
njmp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
24[1] | 5~11 | 50(+10) | None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
5 | 12 | ∞ | 17+∞ | Dependent | 4/3 |
Visually identical to jumping LP.
|
Click to toggle detailed hitbox data.
- Neutral Jump Version:
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Frame Count | 2 | 3 | 12 | 3 | ∞ |
Simplified | 5 | 12 | ∞ |
- Diagonal Jump Version:
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Frame Count | 2 | 3 | 12 | 3 | ∞ |
Simplified | 5 | 12 | ∞ |
njhp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
30[1] | 11~17(-1) | 60(+20) | None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
1 | 3 | ∞ | 4+∞ | Dependent | 5/4 |
Blanka sticks his arm out.
|
Click to toggle detailed hitbox data.
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Frame Count | 1 | 3 | 3 | 6 | 3 | 3 | style="border: 1px solid #999; border-collapse:collapse;" align="center" | ∞ | |
Simplified | 1 | 3 | ∞ |
djhp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
30[1] | 3~9 | 40 | None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
5 | 6 | ∞ | 11+∞ | Dependent | 5/4 |
A double-armed claw slash.
|
Click to toggle detailed hitbox data.
njlk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
30[1] | 1~7(-2) | 40 | None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
5 | 20 | ∞ | 25+∞ | Dependent | 2/1 |
A standard jumping kick. The neutral jump and diagonal jump versions have different hitboxes.
|
Click to toggle detailed hitbox data.
- Neutral Jump Version:
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Frame Count | 2 | 3 | 20 | 3 | ∞ |
Simplified | 5 | 20 | ∞ |
- Diagonal Jump Version:
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Frame Count | 2 | 3 | 20 | 3 | ∞ |
Simplified | 5 | 20 | ∞ |
njmk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
24[1] | 5~11 | 50(+10) | None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
5 | 12 | ∞ | 17+∞ | Dependent | 4/3 |
Visually identical to jumping Short. Once again, neutral jump and diagonal jump have different hitboxes.
|
Click to toggle detailed hitbox data.
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Frame Count | 2 | 3 | 12 | 3 | ∞ |
Simplified | 5 | 12 | ∞ |
- Diagonal Jump Version:
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Frame Count | 2 | 3 | 12 | 3 | ∞ |
Simplified | 5 | 12 | ∞ |
njhk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
30[2] | 11~17 (-1) | 60(+20) | None | Mid | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
5 | 6 | ∞ | 11+∞ | Dependent | 5/4 |
A midair dropkick.
|
Click to toggle detailed hitbox data.
djhk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
30[1] | 11~17(-1) | 60(+20) | None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
7 | 6 | ∞ | 13+∞ | Dependent | 5/4 |
Like the neutral jump version except slower and with a worse hitbox.
|
Click to toggle detailed hitbox data.
Command Normals
Rock Crusher
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
18[0] x 2 | 5~11 x 2 | 60 x 2 | Special, Super (First hit only) | Mid/Low | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
4 | 9 (4 + 3 + 2) | 13 | 26 | -4 / -0 / +3(+2) | 4/3 x 2 |
An interesting command normal that's executed the same way as a throw.
|
Click to toggle detailed hitbox data.
- Startup/Active:
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Frame Count | 1 + 1 | 2 | 4 | 3 | 2 |
Simplified | 4 | 7 | 2 |
- Recovery:
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Frame Count | 5 | 4 | 3 | 1 |
Simplified | 13 |
Amazon River Run
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
28[1] | 5~11 | 130 | None | Mid | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
12 | 16 | 21 | 49 | -15/Down | 5/4 |
Blanka slides along the ground arms first.
|
Throw
Blanka can perform a hold with .
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
26 + 4xn | 5~11 | 0 | None | Grab | 64 (from axis) 34 (from throwable box) |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
1 | 1 | Dependent | 2 | N/A | - |
Blanka's hold, where he jumps on his opponent and starts biting their face.
|
Click to toggle throwbox data.
Special Moves
Electric Thunder
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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.
|
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 |
Spinning Bird Kick
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Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|---|
14[1] / 12[1] | 7~13 | 90 | None | Mid | N/A | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
32* | 2(3)1(5)2(11)2* | 21 | 79 | Dependent | 8 | |
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Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
16[1] / 14[1] | 7~13 | 90 | None | Mid | N/A | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
34* | 3(5)1(3)1(3)1(4)2(8)4* | 23 | 92 | Dependent | 8 | |
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Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
18[1] / 16[1] | 7~13 | 90 | None | Mid | N/A | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
36* | 3(7)2(3)1(3)1(3)1(3)1(3)1(4)1(7)3* | 31* | 114 | Dependent | 8 | |
|
Click to toggle detailed hitbox data.
Startup:
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Frame Count | 1 | 4 | 3 | 2 | 3 | 4 | 4 | 2 |
Simplified | 23 |
Active/Recovery:
- Short Version
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Frame Count | 4 | 3 | 2 | 2 | 1 | 1 | 1 | 1 |
Simplified | 15 |
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Frame Count | 2 | 1 | 2 | 2 | 3 | 4 | 4 | 2 |
Simplified | 20 |
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Frame Count | 2 | 3 | 2 | 2 | 3 | 3 | 6 |
Simplified | 21 |
- Forward Version
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Frame Count | 4 | 4 | 3 | 3 | 2 | 2 | 1 | 1 |
Simplified | 4 | 16 |
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Frame Count | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
Simplified | 1 | 7 |
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Frame Count | 2 | 1 | 1 | 2 | 2 | 3 | 3 | 4 |
Simplified | 2 | 16 |
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Frame Count | 2 |
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Frame Count | 2 | 3 | 2 | 2 | 3 | 3 | 6 |
Simplified | 21 |
- Roundhouse Version
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Frame Count | 5 | 4 | 4 | 3 | 3 | 2 | 2 | 2 |
2 | 25 |
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Frame Count | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
Simplified | 8 |
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Frame Count | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
Simplified | 8 |
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Frame Count | 1 | 1 | 1 | 1 | 1 | 2 | 1 | 1 |
Simplified | 9 |
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Frame Count | 2 | 2 | 3 | 3 | 3 | 3 |
Simplified | 16 |
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Frame Count | 2 | 3 | 2 | 2 | 3 | 3 | 4 | 6 |
Simplified | 25 |
Aerial Spinning Bird Kick
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Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|---|
12[1] | 7~13 | 90 | None | High | N/A | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
24* | 3(9)2* | ∞ | 38+∞ | Dependent | 8 | |
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Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
12[1] | 7~13 | 90 | None | High | N/A | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
24* | 3(9)2* | ∞ | 38+∞ | Dependent | 8 | |
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Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
12[1] | 7~13 | 90 | None | High | N/A | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
21* | 2(6)2* | ∞ | 31+∞ | Dependent | 8 | |
The Spinning Bird Kick but in the air.
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Click to toggle detailed hitbox data.
Startup:
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Frame Count | 2 | 4 | 3 | 2 | 4 |
Simplified | 15 |
Active/Recovery:
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Frame Count (Short) | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 2 |
Simplified (Short) | 3 | 20 | ||||||
Frame Count (Forward) | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 2 |
Simplified (Forward) | 3 | 20 | ||||||
Frame Count (Rh) | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 |
Simplified (Rh) | 2 | 14 |
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Frame Count | 3 | 2 | 3 | 3 | ∞ |
Simplified | ∞ |
- Landing, partial: (When Chun lands before the last hitting frame)
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Frame Count | 3 | 3 | 2 | 2 | 3 | 3 | 4 | 5 |
Simplified | 25 |
- Landing, complete: (When Chun lands after the last hitting frame)
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Frame Count | 2 | 5 | 3 |
Simplified | 10 |
Super Combo
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
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16[0] x 6 | 0~4 x 6 | 20 x 6 | None | Mid | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
10 | 4(9)6(6)1(1)1(1)1(1)1 | 15 | 57 | +9/Hard Down | - |
Chun-Li goes full power with a non-stop barrage of kicks. Often considered one of if not the best Super Combo in the game.
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Click to toggle detailed hitbox data.
- Invincible part:
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Frame Count | 1 + [18] + 1 | 2 | 2 | 2 | 2 | 4 |
Simplified | 10 | 4 |
- Non-invincible part:
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Frame Count | 1 | 2 | 2 | 2 | 2 | 6 |
Simplified | 9 | 6 |
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Frame Count | 3 | 3 | 1 | 1 | 1 | 1 |
Simplified | 6 | 1 | 1 | 1 | 1 |
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Frame Count | 1 | 1 | 1 | 1 | 6 | 7 |
Simplified | 1 | 1 | 1 | 14 |
Misc Animations
Jump Animations
- Neutral Jump:
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Frame Count | 2 | 1 | 12 | 5 | 4 | 8 | 4 | 5 | 7 | 1 | 7* |
Simplified | 2 | 1 | 45 | 1 | 7* |
- Back Jump:
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Frame Count | 2 | 1 | 10 | 6 | 5 | 4 | 3 | 4 | 5 | 6 | 3 | 1 | 7* |
Simplified | 2 | 1 | 46 | 1 | 7* |
- Forward Jump:
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Frame Count | 2 | 1 | 10 | 6 | 5 | 4 | 3 | 4 | 5 | 6 | 1+ | 1 | 7* |
Simplified | 2 | 1 | 44+ | 1 | 7* |
Chun has a considerably fast prejump. In contrast, she has a huge jump arc that's easy to react to. This is especially true against characters with DP moves; Ryu for instance can punish her with his DP most of the time.
Chun-Li, just like Claw, has the ability to do wall jumps. That's why the Forward Jump has a '+' on the final frame of the aerial jumping part: that animation will have longer duration in case it's a wall jump.
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.